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Top Ten Underrated
Cards
I like to think I have a
knack for seeing power where others see nothing. I once ran
a Normal deck, and got all sorts of Two-Turn Kills with “The
Law of the Normal”. What follows is ten cards that, in my
opinion, should see a fair bit of play, but don’t.
Number 10
Mystic Swordsman LV5/Horus the Black Flame Dragon LV6
Both awesome cards with complete and total immunity to
Spells. We all know the ways around Traps: Decree, Jinzo,
and others. But Spells, not so much. Combine Horus with say,
Mirage Dragon, and you’ve got a nasty lock, especially if
you throw in Forced Back. Even outside of a deck based
around them, they’re strong, and decks of their respective
types (Warriors and Dragons) should consider them. Smashing
Ground doesn’t destroy them, Swords of Light can’t stop
their attacks, Brain Control can’t snatch them. Complete
immunity to Spells is a good thing. The only flaw I find in
them is that they’re 100 points shy of being able to stand
up to Jinzo and the Monarchs. Oh well, you can’t have it
all.
Number 9
Dark Coffin
This card is pure bluff, but does its job very well. Say the
opponent blasts it. They not only just wasted their removal
card on a bluff, but set it off into a real threat, and must
now either discard a card or lose a monster. Either way, a
+1 for you! And since its effect technically activates when
destroyed, Jinzo and Decree can’t stop it. Nice way to
exploit a loophole, isn’t it?
Number 8
Disturbance Strategy
A fine piece of hand disruption this is. Let’s say you just
snuck a peak at your opponent’s hand and don’t like what you
see. Then just play this! Your opponent shuffles their hand
into their deck and this makes them draw another hand. It’s
basically a Reload for the opponent, except you can make
them Reload when they don’t want to. Plus it’s chainable,
another good thing. Overall just a nasty thing to sic on an
opponent when they have a good hand.
Number 7
De-Fusion
Fusions are well-known for being bad for advantage, but this
card remedies that. You give up the Fusion and get back the
pieces for it. In an ideal world you’ll Fuse 3 from the hand
and De-Fusion that to get 3 on the field. Beyond that
technique, which I don’t advise, you can fuse without caring
if you’re walking into a Trap: you can simply chain this
from your hand and avoid that Trap. Not a bad tech card in
decks with lots of Fusions. And the more monsters you gave
up to call that Fusion up, the better this card gets.
Number 6
Penalty Game!
This card is relatively conditional, although meeting the
conditions isn’t too hard: your opponent has to have exactly
4 cards in their hand (not entirely impossible). Then, this
card either makes them skip their next Draw Phase (Time Seal
anyone?), or they’re forbidden to activate Spells and Traps
this turn. Either way, granted, a -1. But the disruption
from either effect can’t be denied. Imagine having to go a
turn without playing any Spells or Traps. That can make or
break your game right there. And we all know how disruptive
Time Seal was, so disruptive it was banned! This card brings
it back.
Number 5
Pixie Knight
Another 2-Star Spellcaster you can search with Apprentice
Magician. It’s Light, which would mean something in another
life with a different Banned list. It has 1300 ATK, which is
searchable while still being formidable, and is marvelous,
seeing as how it’s 2-Star. And when its destroyed battle,
you get a Spell in your Graveyard on top of your deck. Not
as good as Magician of Faith effect-wise, but fairly good if
you like the idea of topdecking that Graceful Charity in
your Graveyard. Not bad tech if you like Apprentice
Magician, although Magician of Faith is still better.
Number 4
Appropriate
Another good card, this one makes your opponent consider
their drawing cards. Graceful Charity, Pot of Avarice,
Skelengel, Dekoichi, and Des Lacooda all those appeal when
your opponent becomes aware that for every card they draw by
an effect, you draw 2. Sadly, you have to have it face-up to
use it, meaning you can’t chain it to draw 2. But either by
turning your opponent’s drawing effects against them, or by
stopping them entirely, it will cause trouble for opponents
who like drawing cards.
Number 3
Sand Moth
If this card is destroyed while face-down (except in
battle), it gets Special Summoned with its ATK and DEF
switched. That means it goes from being 1000/2000 to
2000/1000. Either a big wall or a beatstick, it’s good. In
an ideal world, you’ll have three of these when Torrential
Tribute is activated. Sadly, that probably won’t ever
happen, but even on its own, it’s a good card and a nasty
surprise for players using Mystic Swordsman (remember, MS
destroys face-down monster via an effect, so Sand Moth will
return for revenge!)
Number 2
Disappear
Let me rephrase this card’s text in a way you can understand
how good it can be: “Activate when your opponent activates a
card effect that targets a card in their Graveyard. Negate
the effect of that card”. Magician of Faith? Not likely.
Mask of Darkness? No dice. Premature Burial, Call of the
Haunted, Pot of Avarice, etc? Doesn’t work. Once again a -1,
but a -1 that can snap an opponent’s combo in two. We all
like re-using the cards in our Graveyard –MoD, MoF,
Premature and Call show that. This card laughs at all of
them, and can stop that topdecked Premature from reviving,
say, a Cyber-Stein or a Jinzo for a comeback.
What card do I think isn’t played as much as it should be?
Drumroll please!
Number 1 Card Nobody Plays…
Seven Tools of the Bandit
A classic, and something you can get in pretty much any of
the original 6 Starter decks. Simple, really: pay 1000
points to negate a Trap card. A one-time Jinzo is how I see
it. Once again, it can break a combo and stop a Trap your
opponent was counting on to save their hides. It’s a 1-1
with a 1000 point cost, but no one cares about paying LP
unless they can’t do it, right? And even if it’s merely a
1-1, you can make it a different 1-1. Did you just attack
into a Sakuretsu with your Spirit Reaper? Seven Tools! A 1-1
either way, but given the choice you’d lose the Tools, not
the Reaper, right? A good card in my opinion, all around.
Email comments to aculp_2@hotmail.com, and let me know what
cards you think should see play.
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