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Pojo's Yu-Gi-Oh!
Reader's Top Ten Lists
Top Ten Anime Cards That
Should Exist, But Don’t - Adam Culp
If I had a nickel for every time the anime played a card
that doesn’t exist in real life, I’d be rich. Now it’s not
the fault of the game distributors that they can’t reproduce
every card: some, namely Dark Sanctuary and the Seals of the
Orichalcos, would need the space of two cards to write the
rulings properly. And others (Ragnarok and Revenge Sacrifice
come to mind) are too situational to be practical, and other
cards do what they do better. Others can exist, should
exist, but don’t. This is a list of the anime-exclusive
cards we need.
Note: the effects dictated here may or may not be the actual
effects. They are just what I’ve seen on the anime.
Number 10
Hand Control
Seen: Original Series, Episode #158
Spell Card
Effect: Name a card. If that card is in your opponent’s
hand, your opponent must play that card.
This is excellent for control decks. Did you just peep that
Graceful Charity? Force them to use it. Smart players who
fall victim to “Virus” traps will wait to use their drawing
cards until after the virus wears off to use them. Not with
this. Activate their Pots and Charities and get those
variables out of the equation. It can ruin a strategy just
like that. Of course, it would require extensive rulings,
but so did Vampire Lord, Last Turn, and Spirit Reaper.
Number 9
Miracle Draw
Seen: GX, Episodes 17, 90.
Continuous Trap
Effect: During your draw phase, name a card. If you draw
that card, inflict 1000 damage to your opponent’s Life
Points. If you do not draw that card, you take 1000 damage.
This card screams for abuse with “Convulsion of Nature”.
Throw both down and start racking up the damage. Convulsion
itself isn’t dangerous, but combined with this it can become
a threat. Combo it with Conscription, Back to Square One,
and Archfiend’s Oath, and you have yourself a new decktype.
Number 8
Dark Arena
Seen: GX, Episode 41
Field Spell
Effect: Your opponent must attack with all their monsters
each turn. You may choose the target of those attacks.
Destroy this card when you do not control an Archfiend card.
This is dangerous. Not only do you force your opponent to
attack, you choose what they attack. Summon, say, a Skull
Archfiend (2500 ATK), and activate Ojama Trio. Can we say “OTK”?
Or better yet, punish them for using Scapegoat. With the
Archfiend powerhouses, this card is nasty.
Number 7
Dark Renewal
Seen: Original Series, Episode 51, 118, 145, GX, Episode 18.
Trap
Effect: Activate when your opponent Normal Summons a
monster. Offer that monster and a monster on your side of
the field as Tribute to Special Summon 1 “Dark Magician”
from your Graveyard.
DM decks border on tier 2. They have mass removal with Dark
Magic Attack and Thousand Knives, not to mention that they
can side deck cards like Dark Sage, Dark Eradicator Warlock
and Sorceror of Dark Magic. Skilled Dark Magician pulls them
from the deck, Magical Dimension pulls them from the hand.
Now we have something that vapes an opponent’s monster AND
pulls DM from the Grave. And it makes the classic “dump and
revive” combo that has been around forever more viable.
Number 6
Cyber Repairer
Seen: GX, Episode 95
Trap
Effect: Your opponent draws 1 card. Machine-type monsters
are your side of the field cannot be destroyed this turn.
Yup, a -2. Why would you MAKE your opponent draw? Because
you get immunity to destruction. Play it defensively and
save yourself, or better yet, play it before activating
Overload Fusion to make sure Chimeratech is going to get
through. Immunity to destruction is a good thing, and if
Cyber Phoenix isn’t enough insurance, this should be.
Number 5
Spirit Shield
Seen: Original Series, Episode 200
Continuous Trap
Effect: Remove 1 monster in your Graveyard from play to
negate an attack. Destroy this card when there are no
monsters in your Graveyard.
Skull Lair meets its match. It lets you protect yourself
while filling up the RFG pile for a swarm. It doesn’t get
much better. A continuous source of protection late-game
can’t be beat, as you’ll probably have several monsters in
there. If your opponent is overwhelming you, put your fallen
monsters to use and halt the barrage.
Number 4
Despised Treaty
Seen: GX, Episode 65.
Trap
Effect: Your opponent can Special Summon a Level 4 or lower
monster from their deck. If they do so, draw 2 cards. If
they do not, you take 1000 damage.
Now this card relies on the activation timing. If you play
if when you have the upper hand, your opponent will be
inclined to summon and defend themselves, then they’ll
realize they just let you draw 2 cards. It’s either a +1 or
a -1, depending on how smart your opponent is. Pot of Greed,
meet your little cousin, twice removed. And if your opponent
doesn’t play a monster, they technically gain advantage, but
you have the upper hand anyway, so it probably won’t matter.
It’s balanced but not broken, just what the game needs.
Number 3
Trap Booster
Seen: GX, Episode 57, 85
Quickplay Spell
Discard 1 card. Activate a Spell or Trap card from your
hand.
Makyura, your agent called, they found your replacement!
They’re easier to hire but a have a bigger cost. Yes, a -2,
but the combo and OTK potential this creates is madness! The
main weakness of traps is must be set first, leaving them
vulnerable to removal. Not with this. If this, like Makyura,
worked for all Traps, not just one, it would be a godsen. As
it is, it is still a good card.
Number 2
Spider Web
Seen: Original Series, Episode 176, GX, Episode 19
Spell
Effect: Select 1 Spell card in your opponent’s Graveyard
they activated last turn, and add it to your hand.
Graverobber’s bigger, better brother. Everyone is probably
going to play at least 1 Spell each turn. This is especially
good for swiping Spells your opponent wants to snag back
with MoF. Plus, it can swipe Graceful Charity, Smashing
Ground, etc. It’s excellent, and the minor condition of the
Spell’s activation is easy to get around.
And now, the Number 1 card that we need from the anime…
Number 1
Ties of the Brethren
Seen: Original Series, Episode 221
Spell
Effect: Pay 1000 Life Points. Special Summon 2 Level 4
monsters from your deck.
Simple, clean. Dangerous. You thin your deck and swarm the
field. This card is very nasty indeed. 1000 points for two
summons? Who wouldn’t want to play two monsters for such a
reasonable cost? Play two of them and you have yourself the
makings on an OTK. However, the restriction of it being ONLY
Level 4 makes it so it can’t just be splashed in any deck
and be abused. It’s simple, manageable, and useful while not
being broken. Two of these is lethal. The combo potential is
nearly infinite.
Email me your comments at aculp_2@hotmail.com
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