Subject: oscean's Yu-Gi-Oh Top 10 List- Top Ten Underrated Cards Top Ten Underrated Cards 10. Hane-Hane- quite obsolete but can still help. Its bigger brother is better (Penguin Soldier) but if you don’t have it, you might as well use this one. It returns one monster to owner’s hand and better than wall of illusion because its flip effect and allows the player to select one monster to be returned to hand if there are more than one monster. (E.g. if there is a Jinzo and Habayusa Knight in your opponent’s side of the field and Habayusa Knight attacks this card you can return Jinzo to his hand. If Habayusa attacks again, your traps are now able to counter it.) 9. Card of Safe Return- sure this card is toned down from the anime (in the anime, you draw three cards if a monster is special summoned from EITHER graveyard). However, this card is still a good card in Exodia decks. If combined with two or three spear cretins, this cards will be the winning card. The spear cretins will provide an almost impenetrable defense if combined with this card. Your opponent cannot attack either of your cretins because you’ll end up drawing a card, which is the goal of Exodia decks. Imagine you have three of these in your magic card zone and three cretins, you flip the three and dark hole them, giving you up to nine cards and restoring two of the cretins, and the cycle goes on. Even the asura priest is no match for this combo. Because once you draw the five Exodia pieces in your hand, you’re the winner. It doesn’t matter if the monster at the bottom of your deck is an exodia piece. 8. Mask of Darkness- This card is the counterpart of magician of faith. Nowadays, most duelists rely on more magic cards than trap cards. The only traps cards I’ve ever seen played are Mirror Force, Magic Cylinder, Torrential Tribute, Call of the Haunted and a couple more. There are other trap cards that are useful in some ways. Some of them are listed below and it will be a nice thing to reuse them. 7. Shadow of Eyes- This should be a staple to a total beat down deck. This card forces the opponent to summon a monster in attack mode and makes flip effect cards useless (MEB, Fiber Jar, Cyber Jar etc.). 6. Fissure- destroys one face-up monster card. It is quite weak against monsters that negate magic cards that specify the monster (fiends). There are still combos that allow you to fully exploit this card’s potential. 5. Marie the Fallen one- this card is a real winner. If you ever get to discard this card in your graveyard by any means (Tribute to the Doomed, Magic Jammer) or just get destroyed by your opponent’s monster, you get 200 life points during your standby phase. If you have three of this card in your deck, play a painful choice and see what good this card will bring to you. It will probably last for two turns unless your opponent does some damage to you life using kycoo. 4. Mask of Brutality- this card is like an axe of despair with two major drawbacks (decrease in defense and the price for it to continue). This card is more like a quick-play to me than an equip card. This is quite downplayed nowadays because of the trample effect of some monsters. However, there is no other quick-play card that I know of, that boosts your monster’s attack with 1000 points. The highest so far is the rush recklessly (700). If you decide to keep it for more than one turn is up to you. 3. Magic Drain- I personally prefer this card. Unlike magic jammer, this card doesn’t let you lose card advantage; it can somehow do some card disadvantage to your opponent. If you activate it at the right time or just for the purpose of negating a magic card, you’ll end up winning. If he discards a magic card to negate this card, your opponent has used two magic cards for a price of one. You now have the card and field advantage. 2. Waboku- this is a battle phase-ending card. I prefer this card than Magic Cylinder to be honest with you. Magic Cylinder negates 1 monster only will this card ends the battle phase, thus negating all monster if there is more than one monster. This card can be activated as well before Jinzo is summoned. Thus, Jinzo’s can’t attack because it’s useless with this card. It’s good for life point protection and can be combined with fissure. I use that combo a lot against beat down decks. Because most beat down monsters has no counter to monster-specific magic cards such as fissure, waboku is a just too good of a card not to have in one’s deck. It sets up the field for cards like snatch steal and fissure. 1. Trap Hole- this card, IMO, is the most underrated card ever. Yeah, it’s useless against special summons but because its scope of attack power is better than bottomless trap hole. I really prefer this one in my deck. That 500-attack difference really means a lot. You can’t counter the summon of Habayusa Knight, Witch of the Black Forest (combined with a shadow of eyes card) and a lot more effects monsters in that range of attack power with a bottomless trap hole. This card also wastes high attack monsters such as GAF, Gemini Elf, Mechanical Chaser, Spear Dragon, etc. It also destroys cards like Lord of D., preventing a dragon barrage. Overall, this card deserves to be a part of any deck. It’s good for clearing the field, enabling you to do some direct damage. Any reactions, question, suggestions? Email me at oscean_tortona@yahoo.com __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com