Ben's top ten magic + trap cards for a theme deck

 

Yo, This is Ben, I made the top ten monster list in the May 20 "Ben's top ten monsters for a theme deck".  Anyway, here is my top ten list for magic+trap cards for themes:

 

10) Flute of summoning dragon:  Ranks so low because it needs to beused in conjunction with the monster card, Lord of Dragons.  But when used, excellent card.

 

9) Wild natures release: I personally love this card with the Manticore, because his revival is so easy at the end of the turn, when he is destroyed.  Plus with the IOC Beasts getting a main boost trample-wise, a 3300 Manitcore is one very dangerous creature.

 

8) Rivalry of the warlords: Absolutely brilliant if you run a theme and they don't.  You could have your whole feild full while they could only have a few out that are remotely the same........

 

7) Earth Chant: Absolutely brilliant in a Earth deck.  You could special summon an Earth Mon. ritual wise, remove an Earh Mon. from graveyard (using an Earth monster you discarded for the ritual) to summon Rock Spirit, summon a Maurauding captain and special summon another monster.  Okay, that was a bit of fantasy, but an extra monster to special summon is so good in so many ways, especially with no level limitations.

 

6) Contract with the Abyss: same as Earth chant only with a DARK monster.  The reaon this guy ranks higher is because he works better for a ritual deck to summon the greatest ritual monster of all- Dark Master Zorc.  I know someone who uses a deck like this, and it is no surprise when 2 of his 3 Dark masters get summoned only two turns apart.  Plus, notable darks are the Dark Magician of chaos among others.

 

5) Falling down: This is the best card in a Archfeind deck.  Snatch steal effect and instead of them gaining, you lose 800 Lp.  I like it especially with Jinzo, but don't muck around after you use it, because the combined life point payment of falling down and the Archfeind you have could mean you are dead in a short period of time.

 

4) DNA surgery/transplant:  This card just works with absolutely anything.  Any theme you want, just play it to increase the themes power.  These cards would have a gotten a 1 if it affected to hand and graveyard as well......

 

3) Limiter removal: This is great, can finish off your opponent so easy with this card.  Jinzo becoming a 4800 attacker is pretty darn scary, and that puny 1400 attack cannon soldier becoming 2800 attacker is every beatdown decks dream.  Works excellent with DNA surgery as well- get a free double attack power up for that battle phase. Plus, with the limitations removed, the one turn kill just became so much easier, and on average Jinzo will acheive a tremendous power up to around 9600....

 

2) Huge revolution/Ojama delta hurricane: both of these combos are mainly used in Gravity Bind decks.  Huge revolution is so much better that Ojama's hurricane though.  Huge revolution is easily a game ender no question about that, no matter what you do next, you have got victory in the bag.  Plus they are all searchable.

 

1) A legendary ocean: Now Umi would have only gotten around 10, nut this card is Umi's much larger and stronger brother.  Downgrades those water types IN YOUR HAND and feild by one, making the Legendary fisherman and Giga Gagagigo a 4-star beast, gives all WATER monsters a boost, so the Giga is now at 2650 and gets all the perks umi did: Tornado wall etc.  No cost at all.  A god to water decks, this is what makes them good.

 

There are heaps more than that, but that is all I can think of.  Cheers.

 

Ben Crawford

farooqq12@hotmail.com