Subject: Yu-Gi-Oh Top 10 List -
Top 10 Monsters, Magic and Trap
Yu-Gi-Oh Top 10 List - Top 10 Monsters,
Magic and Trap
I am to list my opinions on the best cards in the game. It
will be split up into 3 sections...Monsters, Magic and
Trap...Enjoy!
Monsters:
10. Kycoo the Ghost Destroyer -- With
Fiber Jar lurking around and the rare but still present Necrofear deck, this
card could ruin their game. No pesky Skull Lair, no Bazoo against you, no
Necrofear either. Not only is it’s effect amazing, but it’s still a great 1800
ATK monster.
9. Bazoo the Soul-Eater -- Regardless of Fiber Jar, this is
still one mean card. For a Lv. 4 monster, it can power up to the strength of a
Summoned Skull in one turn. It is a good monster eliminator if they have a high
attack monster on the field. The fact that this can kill Jinzo and Dark Ruler Ha
Des makes me use this in my deck.
8. Marauding Captain -- If you run a
warrior deck this is a staple, but even if you don’t you still get an extra free
special summon due to its second effect. Instead of putting down a Bazoo (for
example) to eliminate your opponents lone monster, put out this card, get out
Bazoo for free and do an extra 1200 damage. Also for beatdowns, if you manage to
get lucky with this and Goblin Attack Force then the duel could slightly tip in
your favor.
7. Spear Dragon -- Unknown to most, you don’t have to keep
this in defense mode for a full turn like Goblin Attack Force, you can switch it
on your next turn. Still it is likely to die, but increases your chances of
keeping it alive. 1900 ATK is of Gemini Elf strength plus it has a built in
Fairy Meteor Crush. A very useful card.
6. Penguin Soldier -- It clears
the field (most of the time) and can really annoy your opponent. If you send a
Lv. 5+ monster back to their hand, they have to find another monster to
sacrifice for it. It also leaves the field open for you to reek havoc. Most
decks can manage to run one of these.
5. Gemini Elf -- It may seem like a
nothing card, but really it is more deadly than people think. Most people cannot
manage to get this card, and there is a reason. 1900 ATK with no side effect is
very useful. It makes all Harpie’s Brothers, Hysteric Fairies and 7 Colored Fish
a thing of the past. This card alone has changed Beatdowns everywhere. If you
can manage to get one, get it fast.
4. Dark Ruler Ha Des -- It barely
loses to a Summoned Skull and Bazoo, but it’s effect makes up for all of that.
In a Fiend/Necrofear deck, you can’t go anywhere without this. Even in a
beatdown I recommend this card. If your opponent puts a Witch of the Black
Forest down, it won’t work if attack by a Fiend, if they put down a Fiber Jar,
won’t work if attacked by a Fiend. It’s an amazing card and powerful to
boot.
3. Injection Fairy Lily -- With an open field, it could be game
over. When there is an open field and you have Marauding Cpatin and Fairy
Injection Lily in your hand, you can get both out due to Marauding Captain’s
second effect and *bam* 4600 Life Points are gone from your opponent. This is
deadly. But with most cards, only use it if you know how. It’s a tricky card,
you shouldn’t use it constantly. You have to use it wisely to make it
effective.
2. Fiber Jar -- When this card came out, I didn’t think much
of it, but when I’ve seen it used, its a force to be reckoned with. With the
common use of Bazoo the Soul-Eater and often a Necrofear, using this card would
demonlish their game plan, leaving them with a few less cards to work with. It’s
like pressing the reset button on the card game (even though your LP stays the
same). Not all decks can use it, but I’d say 8/10 can. It will decrease the
popularity of Bazoo and increase the popularity of Kycoo.
1. Jinzo --
This card has changed the game. Traps are probably the biggest threat in
Yu-Gi-Oh, but eliminating that threat by summoning a fairly nice attack monster
will definitly clinch multiple games. Some say that Summoned Skull and Dark
Ruler Ha Des can kill this easily, thus this card isn’t good. Well I disagree,
those two cards can be Magic Cylindered, Mirror Forced, etc. This card will make
your game much more laid back and less stressful because you don’t have to worry
about those pesky traps.
Magic:
10. Snatch Steal -- Using this
card properly could win you the game. When they have one monster left, you can
Snatch Steal and then sacrifice their monster, or if they are low on Life
Points, use Snatch Steal and attack with their own monster. It’s only downfall
is that your opponent gains 1000 LP at their Standby phase when Snatch Steal is
on the field. But, as I said, if this card is used properly, it can be deadly.
9. United We Stand -- This is the ultimate equip card. By itself its
almost as good as an Axe of Despair, but if you can just have one more monster
on the field, it becomes so much better. You can’t count out that wicked combo
of Scapegoat and United We Stand. Although I don’t even use a Scapegoat, when I
saw this combo, I highly considered it.
8. Swords of Revealing Light --
I, personally, do not use this card to stall, I use it to flip my opponent’s
monsters before I put a monster down. This card can be the perfect draw if you
are against the ropes and just need a bit more time. It also can allow you to
have a huge field advantage by creating an attack force while demolishing
theirs.
7. Heavy Storm -- Look at number 6, but this just has an extra
downfall of destroying your own Magic or Traps on the field, but if used at the
right time, this acts as a second Harpie’s Feather Duster.
6. Harpie’s
Feather Duster -- The key to winning a game is through Magic and Trap cards in
my opinion. This is why this card is so important in a deck. Gets rid of a
possible threat.
5. Change of Heart -- Steal an opponent’s monster for a
turn at no cost. It can give you an advantage if you steal a Fiber Jar, Cyber
Jar or Penguin Soldier, and if you are fortunate enough to have a Lv. 5 or above
monster in your hand, use your opponent’s monster as a sacrifice.
4.
Graceful Charity -- This is awefully high up on my list. Drawing power in
Yu-Gi-Oh is so important that this card is a staple in my opinion. This card
helps you cycle through your deck. Although discarding two cards can be costly,
if you get lucky enough to hold a Call of the Haunted, Premature Burial or
Monster Reborn, you can discard and Reborn.
3. Pot of Greed -- Two free
cards. Cuts down your deck size and gives you more options.
2. Monster
Reborn -- Seriously, where is the flaw? Get a monster back from your or your
opponent’s graveyard
1. Raigeki -- Clear the field for a nice open
attack, just like before, where is the flaw?
Traps:
10. Seven
Tools of the Bandit -- Traps, mainly the ones I’ve mentioned, can turn the
tables in a game. This card can prevent those tables from being turned.
Personally I’d rather take the 1000 LP damage from this card than allowing 2500
LP damage from my Summoned Skull running into a Magic Cylinders.
9.
Robbin’ Goblin -- A very underrated card. This and Yata-Garasu can allow someone
to perform the incredible Yata-Lock with more ease. Hand control along with
field control will clinch any game. This trap allows hand control to come more
easily.
8. Bottomless Trap Hole -- Destroys a monster, and this includes
Special Summon. A very good card. I’d prefer Torrential Tribute, but this card
is the next best thing.
7. Solemn Judgement -- A hefty cost, but it can
negate EVERYTHING. I use this to clinch a game, that’s it. if you use it too
early in the game, you’ll regret it. Although I’ve said this with nearly every
card, you have to use this card very wisely to make it effective.
6.
Magic Jammer -- Magic is a deadly thing, but this card allows you to save
yourself from it. Although not as useful as Imperial Order, still useful. If you
run a Necrofear deck, its a free Fiend in the graveyard. if not, this and
Sinister Serpent can be very fun.
5. Call of the Haunted -- Another
reborn card, what can be better? It can save you from an attack, and sometimes
initiate your own game winning attack. If you use this to get Jinzo, it negates
Call of the Haunted’s effect, but keeps Jinzo on the field, meaning that if this
card is destroyed while Jinzo is out, Jinzo won’t be destroyed. It’s an awesome
combo.
4. Imperial Order -- Negates all magic. For the small cost of 700
LP per turn, you can keep this active. But you don’t have to. If used for a
turn, its a huge free Magic Jammer. If you continuously use it, it can cause
your opponent some trouble.
3. Magic Cylinders -- Negates and attack and
sends it right back at your opponent. I love this card. Staple worthy. It’s that
simple.
2. Torrential Tribute -- My personal favorite. A dark hole trap
card. This can really annoy your opponent when they have finally assembled a
huge attack force. It clears the field for your turn. So next turn you can do
some heavy damage.
1. Mirror Force -- Not only stops an attack, but
destroys the attack force. I’d say this card could be the best card in the
game.
Although many won’t agree with my picks, I hope you enjoyed my
comments. Feel free to send me feedback at AlphaNova5@aol.com
Written by:
AlphaX