Subject: Vyse's Yu-Gi-Oh Top 10 List - Top 10 Useful Cards These are the 10 Most Useful, not the 10 best. Yes, there is a difference. Usefulness factors in whether or not it's restricted, it's gamebreaking properties, the metagame it's in right now (7/12/03), and in what type of decks it can be used in. 1. Waboku - In my opinion, this is the most broken and most useful card in the game, period. It stops all damage that's not direct, protects your monsters, is not restricted, and most importantly, CAN CHAIN. I can't imagine a deck that couldn't use a Waboku. 2. Graceful Charity - At this point, this card is so broken. Restricted to 2 means you'll get it often, which means your decks thinned, and gives you a better chance of getting the cards you need at that moment. Every deck in the game needs this card, because it provides draw power. 3. The Forceful Sentry - The best of the hand disruption cards. Why? No cost, no drawbacks, you see the WHOLE hand, and you send it to DECK, where it's harder to retrieve. 4. Imperial Order - The 'best' trap in the game. Almost 100% of the time stops the opponent's magics, and it has the gamebreaking factor. Simply devestating late game, and early to mid game secures the game for you. So why's it so 'high' on the list? It's restricted, and it's a trap. 5. Pot of Greed - You may wonder why it's so low. Simply because the other cards on the list are more devestating to your OPPONENT. This helps you. While better than Charity when you'd pick which card you want, Charity is higher because you can use 2 (which in my opinion makes Yu-Gi-Oh very luck dependant right now, but that's another story...). 6. Delinquent Duo - This card is the one card you never want to see on the opponent's opening draw. It single-handedly wins games. You might scoff and say, '1 card advantage for 1000 of my life points? Why?' It's because of the random factor. You have the possibility to hit something gamebreaking, and the less options they have the better, even if it is at the cost of your life points. 7. Raigeki - The most powerful Magic Card. No drawbacks to essentially clear the field. Obviously many game-winning moves come from this card. You could argue it's better than Duo and Sentry, but I think destroying the opponent's options rather than his field (which is much easier to do) is more devestating. 8. Mystical Space Typhoon - The simple fact that you can use 3 of these annoying things pulls it ahead of Harpie's Feather Duster. Can kill traps your opponent just set, and can chain from field or from hand to kill Imperial Order. Plus, how many times will your opponent have 2+ traps? 9. Mirror Force - A baby Raigeki. Clearing the field = game-winning propositions. Not nearly as powerful because it's a trigger trap, it's not guaranteed to kill every monster, and it's a trap. 10. Yata-Garasu - Why is it so high on the list? Simply because it needs the support of other cards to truly become great. In future sets it would be higher, but at this point (pre-PGD mind you) it's not a reliable game-breaking card. Yes, a yata lock is satisfying, but it's not something you can COUNT on - just yet. Any comments, questions? Anything’s welcome, as long as you A) Don’t use all caps, and B) Spell correctly. Contact me at Vyse0wnzj00@hotmail.com. -Vyse _________________________________________________________________ Add photos to your e-mail with MSN 8. Get 2 months FREE*. http://join.msn.com/?page=features/featuredemail