Doughboy465's Top Ten Most Underused Monsters

 

Hey, since i made a section on the most underused spell/trap cards, i figured that i might as well make one for monsters as well....  Note that these are cards that are good at certain decks and to obtain certain objectives and are not meant for all deck types. 

 

10. Summoned Skull (Or Skull Archfield of Lightning)

Dark/Level 6

Archfiend/Normal Monster

 

Summoned Skull was phased out before i had even started playing YuGiOh, so i never saw it in its prime, but even now, it's a great card, even better with its variant.  2500 ATK for a 1 tribute monster was unrivaled until the arrival of End of Anubus, but just the raw power of a summoned skull and an effect that won't back-fire on you is an asset.  Jinzo and Ha Des and Vampire Lord got nothing on this card, as it will over power them easily.  Overall a great card, you might consider summoned skull to take over one of your tribute spaces just to try it out.

 

9. Newdoria

Dark/Level 4

Fiend/Effect

1200/800

When this card is sent to the Graveyard as a result of battle, select 1 monster on the field and destroy it.

 

An all around good card.  Newdoria is overshadowed by the prefered methods of removal (DD Warrior Lady and Exiled Force).  Although these 2 cards are exceptional, Newdoria is a welcome change that can sometimes enhance a deck.  Exiled Force, for the most part, is better than this card in almost all ways.  DD Warrior Lady though can only remove a monster from play that its battled with, Newdoria can kill any monster as long as it was destroyed by battle.  A welcome addition to most decks, Newdoria can do loads of good for a great deal of decks.

 

8. Guardian Sphinx

Earth/Level 5

Rock/Effect

1700/2400

You can flip thi scard into face-down Defense Position once per turn during your Main Phase.  Whe thi scard is Flip Summoned, return all monsters on your opponent's side of the field to the owner's hand.

 

One of the better tribute monsters avaliable, Guardian Sphinx can hold up to a beating of almost any type (ha des and summoned skull break through it).  It's the great effect that makes this card so great, being able to return all of your opponents monsters back to their hand in a single swipe so that you are free to attack them directly.  The only problem with this card is that it's attack isn't that hot, it's unsearchable, and most people will know what it is when you tribute for a face-down set.  Other than that though, this card can be very effective in many decks, namely weenie decks, just think of this card as a penguin solider on steroids.

 

7. Troop Dragon

Wind/Level 2

Dragon/Effect

700/800
When this card is destroyed and sent to the Graveyard, take 1 "Troop Dragon" from your Deck and Special Summon it to the field in face-up Attack or Defense Position.  The Deck is then shuffled.

 

Simply a fantastic card...  For the most part, this card isn't used because it's hard to fit in 3 of these guys into a deck that usually only holds 40-42 cards.  It's difficult to fit it in, but in a deck that stresses holding certain cards in your hand (mainly exodia) troop dragons serve numerous functions.  First, it acts as a deck thinner, then as a source of protection as your field will have a monster unless the troop dragon is removed from play or sent back to your hand, it serves as good tribute bait, and finally, it causes your opponent to use rather powerful cards to wipe them out.  Using something like dark hole or raigeki on a face down troop dragon really pisses people off, believe me. 

 

6. Enraged Battle Ox

Earth/Level 4

Beast-Warrior/Effect

1700/1000

As long as this card remains face-up on your side of the field, when Beast, Beast-Warrior, and Winged Beast-Type monsters on your side of the field attack with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damagae to your opponent's Life Points.

 

Arguably better than Spear Dragon, this card may or may not be better, but it's certainly a great card.  Not only does it enhance itself with trample damage, it can give mad dogs of darkness, berserk gorilla's, and Manticores of Darkness trample damage as well as other B, BR, and WB types.  The only thing holding this card back is that it's only got 1700 atk, but this can easily be fixed with a rush recklessly, equips, or attack stopping traps. 

 

5. Kycoo the Ghost Destoyer

Dark/Level 4

Spellcaster/Effect

1800/700

Each time this card inflicts battle damage to your opponent's Life Points, you can remove up to 2 cards in your opponent's Graveyard from play.  In addition, as long as this card remains face-up on the field, your opponent cannont remove any cards in either Graveyard from play. 

 

Just to let you know, Kycoo can only remove opponents monsters from play that are in their graveyard.  But now then, Kycoo is possibly the best counter to chaos decks.  It's also quite possibly the best 1800 attacker around, not based solely on stats, but also on its killer effect.  With Kycoo on the field, chaos monsters cannot be summoned since cards cannot be removed from play by your opponent, but it doesn't prevent you from summoning your chaos monsters!  This card works really well with Fiber Jar, since removed cards don't get shuffled back into decks.  Although, this is only an 1800 attacker, it's still very playable.  Rush recklessly, any equips, waboku, mirror force, any of these will save your little Kycoo from getting killed too quick. 

 

4. Twin-Headed Behemoth

Wind/Level 3

Dragon/Effect

1500/1200

If this monster is destroyed and sent to the Graveyard, this monster is Special Summoned with an ATK and DEF of 1000 during the End Phase of the turn.  This effect can be used only once during the current Duel.

 

Twin-Headed Behemoth is obviously essential for tribute decks, or decks with 3 or more tribute monsters.  It's also good for dragon decks, but its effect can assist in many deck types.  Being sanganable and witchable is a great plus and this is probably a better pick through Sangan since witch generally provides more options for searching.  1500 Atk is pretty decent for 3 stars and its effect can help you get our your tributes, even if you only carry the usual 2 tribute monsters.  Also, it helps protect you by having an extra monster on the field for the next turn.

 

3. Morphing Jar #2

Earth/Level 3

Rock/Effect

800/700

FLIP: Return all Monster Cards on the field to their respective Decks and shuffle them.  You and your opponent then pick up cards until you both have the same number of Monster Cards (Level 4 or lower) that were returned to each Deck.  Special Summon the monsters on the field in face-down Defense Position.  Any other cards picked up are discarded to the graveyard.

 

Probably the most underused of the "Jars", morphing jar #2 can serve many purposes.  Deck thinning is the most obvious, but it also saves you for one turn.  Most dislike this card because it doesn't give you field advantage, although it does destroy threats on the field.  Your opponents Jinzo or Vampire Lord giving you trouble?  Just shove them back into their deck, and if your Morphing Jar #2 is your only monster on the field, then you don't have to lose any cards.  This one turn save could get you that dark hole or raigeki that you're waiting for, that could save you the duel.

 

2. Spear Dragon

Wind/Level 4

Dragon/Effect

1900/0

If this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.  When this card attacks, it is changed to Defense Position at the end of the Damage Step.

 

Spear Dragon is probably one of the more underused 1900 attackers because of its 2nd effect.  Trample damage is always an asset, but going to defensive mode can be too, amazingly.  Have a Waboku face down after your dragon goes to defense, then when they try to attack it, you'll save your spear dragon so that you can use that trample damage a little more.  Letting your opponent assume that your Spear Dragon is just waiting to get killed by some low attacker then finding out that their low attacker is now vulnerable to attack the next turn by spear dragon plus another monster that you can summon.  Plus, Spear Dragon is a great game finisher, when there's only a few hundred life points before you or your opponent loses, it's hilarious to see the look on their face as your trample their sangan, witch, spirit reaper (especially) when they think that their face-down defenses are safe

 

1. Gigantes

Earth/Level 4

Rock/Effect

1900/1300

This card can only be Special Summoned by removing 1 EARTH monster in your Graveyard from play.  When this card is destoyed and setn to the Graveyard as a result of battle, destory all Spell and Trap Cards on the field.

 

Yay!  Finally, a spirit monster that has easy requirements and a nice built in heavy storm affect... best of all... he's a freakin' common!  Gigantes comes in at #1 because it's extremely playable, even though you may think that it's hard to come by earth monsters in any deck other than earth...  Berserk Gorilla's are earth, exiled force, Guardian Sphinx, Goblin Attack force, Fairy Injection lily, etc.  The heavy storm effect is just an added plus since you can special summon this, ram it into a 1900 or higher, then if they stop it or counter, or they still have their 1900+ monster on the field, then you can still summon or set. 

 

Well, that's it for this top ten, feel free to email me at doughboy465@yahoo.com