Subject: MajinUltima Top 10 Monsters 10. Hane-Hane- This thing has seriously lost its luster since MRD came out. Right now, its only real purpose in life is to send already-flipped Flip cards back to your hand so that you can use them again. It can also annoy your opponent if they just revived YOUR monster and you now have regained ownership of it because Hane-Hane sent your Summoned Skull back to your hand after THEY reborned it. If that happens, be sure to thank your opponent. 9. The Bistro Butcher- Now why in the world would you WANT to GIVE your opponent 2 cards? Well, in short: Robin’s Goblin. Player have a strong tendency to have an empty hand when you attack them with your Goblin face-up on the field. This forces them to draw cards so that you can send stuff to the Graveyard. A key element to a discard deck is making sure your opponent has cards to BE discarded. 8. Witch’s Apprentice- Summoned Skull’s girlfriend. She makes the ever-popular Summoned Skull a 3000 Attack monster and Blue Eyes White Dragon a 2600 Attack monster… need I really say more? Yes, maybe I do… she powers up La Jinns, Bistro Butchers, and the most powerful current direct damage dealer: Jinzo #7. This girl has a habit of abusing poor Neo the Magic Swordsman… I really like Neo too, he was cool. 7. Witch of the Black Forest- Yes, it should probably be higher, but since it will eventually become 1 per deck, I decided it wouldn’t be a big mistake to keep it down here. When she dies, pull a Summoned Skull, Shadow Ghoul, or any number of cool effect monsters to your hand. 6. Sangan- Wait a second, isn’t the Witch better? Well, maybe. This is almost as versatile as the Witch except it cant pull out Summoned Skull and Shadow Ghoul, but it can still pick up all those lovely effect monsters. It is 2 per deck now, but unlike the Witch, it will remain 2 per deck for quite some time. The main reason it beats out the Witch is that this can be combined with the infamous Deck Destruction Virus (aka Crush Card) and the Witch cannot… this makes Sangan all that much more useful. 5. Shadow Ghoul- Late in the game… half your monsters are dead… perfect. The worse shape your deck is in, the stronger this monster becomes. It a Dark type so it fits in well with many of our current decks, plus it’s a Zombie for those Zombie deck fans out there. If needed, it can be pulled to your hand by the Witch too. 4. Wall of Illusion- One of the best defensive monsters around… good Defense, plus it returns the attack monster to your opponent’s hand. Its effect cant be stopped, not even by Lord of D. In short, a great way to stop the offensive your enemy just mounted. 3. Summoned Skull- Even in Japan, its still at a tie for being the strongest level 5-6 monster in existence. It can be brought into your hand with the Witch and a single tribute isn’t much to pay for a 2500 behemoth, especially with the power-ups that are going around. 2. Man-Eater Bug- Sure there are (a few) ways around this, but targeted monster destruction is almost always a good thing. One of the best monsters to stop your enemy’s heavy-hitters dead in their tracks. 1. Magician of Faith- Like your Magic cards… Like to USE your Magic cards… Your Magic cards are limited to 1 or 2 per deck… For the price of Flipping a monster, you get to re-use those game-breaking cards… wow, and I thought Man-Eater Bug was cheap, but this thing is practically a re-useable Raigeki, Dark Hole, Monster Reborn, Heavy Storm, Swords of Revealing Light, Card Destruction, Change of Heart, Pot of Greed, Polymerization, Elegant Egotist… well, lets just say she is EXTREMELY versatile and no deck should be without at least 1. Blue Eyes White Dragon would make the list, but the cards that work well with BEWD and Dragons aren't out just yet. Patience will eventually pay off and BEWD will become a force to be a reckoned with once Light-types and Dragon-types get cards to assist them. Once things like Kaiser Seahorse, Shine Spark, Shine Palace and other things come out then Im sure well see more Light decks and more Dragon decks running around. Magic/Traps 10. Trap Hole- Cheap, effective, free of cost, 3 per deck. Can only be destroyed by a Heavy Storm or Trap Master before it’s used. Can only be blocked by either paying 1000 Life Points with Seven Tools or Half your Life Points with Solemn Judgment, either situation can work to your advantage, especially if you have a 2nd Trap Hole lying in wait. 9. Magic Jammer- Stops the VERY popular and powerful Magic cards. It can be very costly, but it can also help you if you want to pair this with a properly-timed Monster Reborn. Robin’s Goblin can stop this thing in its tracks. No cards in hand = can’t use Magic Jammer. 8. Monster Reborn- Brings back stuff from either player’s Graveyard. Add in Magician of Faith and you’ve got a lot of cool stuff. 1 per deck, not much more to say. 7. Dark Hole- Can easily be a 2nd Raigeki. Can net you cool monsters when used with your Sangan/Witch. Chances are, if its 1 per deck, there isn’t any good reason NOT to use it. 6. Heavy Storm- Caution required, but a great card. Absolutely worth it to nuke your enemy’s good Magic and Trap cards. Can easily be paired with Card Destruction to obliterate your enemy’s Magic and Trap cards. Enjoy it while it is 2 per deck, because when Harpy’s Feather Duster comes out, they will both probably become 1 per deck. 5. Change of Heart- Tons of combos with this. 1 per deck. Can be used on face-down monsters. Can net you any huge number of cool effects when you target face-down monsters. Can leave your opponent’s really strong monster open for a cheap Fissure. So much to say, so little time. 4. Mirror Force- This card explains itself, which is why it is 1 per deck. They attack, nuke their monsters. Mask of Darkness = Repeat. 3. Swords of Revealing Light- Stall for 3 turns… give you 3 times as many chances to pull a ‘Heart of the Cards’. If your opponent is stupid enough to have De-Spells in his deck to stop this card, then you should be beating him/her anyways without need for this card. This card is a magnet for Heavy Storm. It will lose a little of its luster once it becomes 1 per deck. 2. Card Destruction- Drawing power of any kind is good. The ability to potentially ruin your opponent’s entire game is just an added bonus. Intentional discarding can be useful for good combos, plus with the advent of Heavy Storm, it makes hiding those Magic Cards so much harder. First turn Card Destruction is LETHAL… enjoy it while its here because it will eventually become 1 per deck. 1. Rageki- Your opponent’s monsters are destroyed unless they block this, period. A very simple game-breaking card. Pot of Greed would be on here… but there isn’t ANY reason NOT to play it. You sacrifice 1 card’s worth of space in your deck to draw 2 cards… mathematically speaking, it’s like SUBTRACTING a card from your deck size. Its too high be actually be ON the list because it doesn't have drawbacks. Reverse Trap would be on here, but since MOST players like power-ups, especially Sword of Deep-Seated then there really isn't any reason to put it on here just yet... there are just too many better cards to put on. MajinUltima@hotmail.com AIM: MajinUltima