MR89's Top Ten 2-Tribute Monsters

 

MajinRokusho89's Top 10 Two-Tribute Monsters

 

   

    Shunned in the current metagame, due to the "impossibility" of getting and keeping 2 Monsters on the field, the 7+ Star Monsters have been neglected by many. However, some of them are well worth the cost to play, and I'm here to bring you my list of the top 10.

 

Note: This list DOES NOT contain "Special Summon only" cards, except in reference to another creature. I know CED and Zork are are powerful monsters with more thn 7 stars, but they aren't the type of monster this list is about.

 

10. Dark Magician- While the Magic Man himself may not be worth much, his combo abilities are amazing. Spell Cards like Thousand Knives, Black Magic Curtain (not yet realeased in English), and an HFD-effect card based around him (coming in next set) can make him playable. He has a 4-star 1900 Attack monster based on summoning him, as well as 2 Fusions. The Dark Paladin is arguable one of the best Monsters in the game, and would undoubtable be played by many if not for his summon requirements. The problem with the Dark Magician is that without these combos, he's pretty sub-par, so you need to base a deck around him. I could say more (If I seem biased, I do run a DM/Paladin deck), but lets get on to more candidates.

 

9. Sanga of the Thunder, Suijin, and Kazejin- The elementls are not to be taken lightly. Many people believe you need a Gate Guardian deck to run these. Not true. GG is not worth what the 3 of these on the field are. Sanga especially has a good role in Thunder decks. Until Gilford the Lightning comes out in English, Sanga's arguably the best Monster Thunder has. However, Thunder does have little other support right now, so it's not a common deck theme. There effects can inflict massive damage, even if used just once. Beserk Gorilla will regret its effect.

 

8. Black Tyranno- I kinda like his name, its the name of a boss in Chrono Trigger. Anywho, to the card, BT has 2600 ATK points, which will kill most of what you fight. His effect states the if your opponent only has Monster CARDS (emphasize that, it won't work if your opponent has S/T cards on the field, unless there' s some errata I didn't hear about) on their field in Defense Positon, it can attack directly. 2600 is a LOT of damage. Team him up with cards that change monsters to Defense Mode, like Curse of Fiend or Block Attack, or anthything. Tricky to use, but thats why he's Number 8.

 

7. Tyrant Dragon- Another monster with some real power to him. 2900 ATK will crush most of whats in your path, and this critter may be able to hit 2 birds with one breath. If your opponent's monster field isnt clear by attack 1, he can attack again. He also negates traps like RoD and Cylinder that target him, so he most likely wont cause you LP damage. However, the part that really makes him tough to play outside Dragon-decks is his SP Summon from Graveyard requirement of offering a Dragon on your field. However some other monsters can't come back from the grave at all anyway, so this isn't always a selling point against him. Still best in a Dragon deck.

 

6. Mystical Knight of Jackal- MKoJ is an odd creature. An ATK of 2700 puts him above many other creatures on this list, and a low DEF of 1200, while not always a good thing, does make him searchable by WotBF. His effect can be pretty mean. By continuing to return monsters to the top of your opponents deck rather than their Graveyard, you can keep your opponent from drawing new cards, or prevent Graveyard based effects like Sangan or WotBF. If your opponent doesn't want to have their monsters topdecked, of course they could always stop playing them...and leave their Life Points wide open for attack.

 

5.  Invader of Darkness- Not the most inviting fellow, IoD has incredible ATK power, more than you'll see come standard in most duels. In addition, he keeps those annoying MST's that are running rampent nowadays from being played in the first place. A killer fiend, he can also become Necrofear bait should he be destroyed. Not for everyone, but if you manage to find one, don't immediatly stick him in your binder and forget him.

 

4. Lava Golem- This boiling blob may be tricky to use, but he can really hurt your opponent. First of all, summoning him kills 2 of your opponent's Monsters. Then, they lose 1000LP in Standby. But now, your opponent has a 3000 ATK monster. So? The whole reason 2 Tribs are shunned is Monster Removal. RoD it to do and extra 3000 to your opponent (if you can take the heat, too), or Cylinder an attack from it. If not, count your opponents losses in the monsters and the 1000LP, and kill him normally with Raigeki, TttD, or whatever.

 

3. Guardian Angel Joan- Nice attack, an LP gain effect, plus combo with Kaiser Sea Horse to make her 1 Tribute. LP can add up quick, and her attack will make your opponent hurt if she gets at 'em. This is one Saint who's anything but...well...you know im just going for a bad pun, be creative and come up with an ending.

 

2. Barrel Dragon- One of the oldest monsters around, the Barrel Dragon was, for a while, about the only 2-Tribute people played (I saw many decks with 3 Tribs: Jinzo, Skull, and Barrel Dragon; now most people are paranoid to play more than 2). Its attack is good, better than any single tribute, but his effect is what makes him killer. 2 coins flipped, with 2 or more heads resulting in a destroyed monster. Thats a 2 out of 3, or 67% chance. Not guarenteed, but it also has no negative cost. Effectively, this card can destroy 2 monsters in one turn, or kill a monster and then hit LP. However, there is still a 1 in 3 chance it wont work...the main reason Barrel Dragon is a close second rather than first.

 

1. Dark Magician of Chaos- The DMoC allows a player to retrieve a Spell card from the Graveyard when Normal or Special Summoned. This effect is usually guarenteed, earning it first place. It's a great way to reuse Raigeki, Dark Hole, HFD, Reborn, or any other restricted Spell card. Right now, without the limit of 1 per deck, you can get 3 of these on the field from the Graveyard with Monster Reborn, but this monster will be restricted soon. He will remove enemy monsters he destroys from play, a great way to keep your opponents monsters from coming back, even from Fiber Jar. However, if he's removed from the field in ANY way, he's removed from play (destroyed or returned to hand), so it would take a second card to put him back in the Grave, and then revive him. Then again, he could bring back the revival card if its Reborn.

 

 

My e-mail is MajinBuu331@AOL.com. Feel free to comment, all I ask is that if you're going to flame me, make it obvious in the e-mail title ;)