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
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