Daniel F's most unfair cards

 

Its not that i don't have these cards (some of them i dont have) but i find that these cards make playing the game like playing tag in a 10 by 10 foot room. They're just to powerful. So anyways here they are...

 

10. Black Chaos emperor dragon-envoy of the end - this card is so easily summoned its not funny, and its effect is super incredible, plus its attack is a blue eyes white dragon.

 

9. black luster soldier-envoy of the beginnin - once again, easy to summon, and its got a blue eyes attack!

 

8. fiber jar - this card prolongs a duel to unnecassary timing, this card is just to powerful.

 

7. cyber jar- hey, why not just slape me in the face while my opponents at it. this card turns the duel 360 degrees. it can determine a win or loss by the next 5 cards.

 

6.Delinquent duel- 1000 lifepoints isn't enough to get rid of 2 cards from your opponents hand. 2000 maybe, but not 1000, come on, give your opponent a chance for a strategy.

 

5. change of heart- at no cost you can take your opponents monster, and either trash it for your own, or use it against the owner. This card is so powerful, that you'll never see it be correctly used in a good strategy in the show.

 

4. sangan/whitch of the black forest- i love these cards, but when my opponent reaches into there deck and practically gets any card they want to their hand. i can't help but shiver at when they'll use the card against me.

 

3. Harpies feather duster- oh come on!!! destroy every spell or trap, not one, not two, not three, but all ! ! !   come on, give me a break, honestly, this can riun your opponent so bad, its almost an instint win.

 

2. rageaki- same deal as harpies but with monsters instead. i mean i spend the whole duel setting up my army, and it they get destroyed like nothing! thank God for magic jammer, but if its not there at the moment, kiss the duel goodbye.

 

1. Dark snake syndrome- this card is a common, and if its on the field for 6 turns, your opponent loses the duel, just about, unless they increase they're lifepoints. but even if they increase they're lifepoints by 6000, it still won't help, if the card is on the field for 7 turn, it's inflict way over 6000 damage. sure its starts at 200 damage during your standby phases to your opponent, but this amount doubles during each of your standby phases. And the worse thing is, this card is a common!!!!!! my friend has 3 of them, and he's a way better duelist then i am, i wanted to trade him for it by he wouldn't cause if i use it against him, he'll lose the duel. This card should be limited to 1, or banned.

 

Well these are the cards i think are unfair because they make the duel end to fast, or make the duel longer then they should be. If you wanna send me and email, contact me at aquagreen101@hotmail.com