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					Pojo's Yu-Gi-Oh! 
					Reader's Top Ten Lists  
					
					
					Legend of Blue-Eyes 
					 
					
					A total dichotomy. Has a dozen great cards, and the other 
					100 are literally worth less than toilet paper. 
					 
					
					(Honorable Mention: Blue-Eyes White Dragon) 
					 
					
					
					10. Polymerization 
					 
					
					A very iconic card which becomes more useful, the more 
					fusions that come out. 
					Yes, it's a -3 to use this card often, so there have 
					been some alternatives, but players will find plenty of ways 
					to make this spell card work. 
					 
					
					
					9. Exodia the Forbidden One 
					 
					
					Opened up a new path of winning (an alternate win state) 
					other than offense, emphasizing defensive play. 
					It created a new deck type, and is highly symbolic 
					too. 
					 
					
					
					8. Man-Eater Bug 
					 
					
					The prospect of destroying an opponent's powerful monster 
					with this weak one has always been appealing, especially if 
					they tributed or special summoned it. 
					Also, if you activate it's effect during your turn, 
					you can tribute it after it used the effect. 
					Great for it's time. 
					 
					
					
					7. Trap Hole 
					 
					
					Even quicker than Man-Eater Bug, you can destroy the monster 
					as soon as it's summoned. 
					Today we have Bottomless Trap Hole and others, but 
					for it's time it was the best removal trap out there. 
					 
					
					
					6. Fissure 
					 
					
					Even quicker than Trap Hole is Fissure. 
					Yes, it destroys the weakest monster, but when your 
					opponent has only one monster in his/her control, it makes 
					it even easier.  
					You didn't have to wait a turn or use up a summon. 
					Yes, there are much better removal options today but 
					it was really good for it's time. 
					 
					
					
					5. Swords of Revealing Light 
					 
					
					It was practically a staple for it's time, stalling the 
					opponent for 3 turns. 
					Now, people view it an easy-to-destroy card that's 
					unreliable in such a disposable format. 
					It still has it's place in decks that emphasize stall 
					though. 
					 
					
					
					4. Dark Hole 
					 
					
					Mass removal, and swarm-hate. 
					On occasion, can trigger your graveyard effects, but 
					it stays relevant today as quick, though often balanced 
					removal. 
					 
					
					
					3. Raigeki 
					 
					
					What could be better than Dark Hole? 
					A version of it with no penalty toward your monsters. 
					Looking back, it was probably stupid to make a 
					superior version of another card with no real drawbacks. 
					 
					
					
					2. Monster Reborn 
					 
					
					Arguably, the most iconic spell in the game. 
					Revive your own monsters or, even better, use your 
					opponent's creatures against them. 
					A real tide-turner. 
					 
					
					
					1. Pot of Greed 
					 
					
					What could be better Monster Reborn, you say? 
					How about using Pot of Greed to draw Monster Reborn 
					AND another card. 
					 
					
					
					Metal Raiders 
					 
					
					Added important cards to the game, including great trap 
					cards and effect monsters. 
					 
					
					(Honorable Mentions: Summoned Skull, Magic Jammer, Thunder 
					Dragon) 
					 
					
					
					10. 7 Colored Fish 
					 
					
					Along with La Jinn, it established the standard Yu-Gi-Oh 
					beat-stick attack as 1800. 
					Until a few sets later, it was often common for 7 
					Colored Fish to be ran in 3's. 
					 
					
					
					9. 7 Tools of the Bandit 
					 
					
					Negates a trap card for 1000 life points. 
					Yes, we have Trap Stun, but 7 Tools is a counter 
					trap, and for a play that can make-or-break the game, 1000 
					isn't expensive. 
					 
					
					
					8. Solemn Judgment 
					 
					
					Paying half of your life points, however, is expensive. 
					Used mid to late games, it's bearable. 
					Being able to stop anything in the game makes it 
					extremely versatile. 
					As more cards that needed countering came out, Solemn 
					got more play. 
					 
					
					
					7. Mask of Darkness 
					 
					
					What better to complement a set with some of the best trap 
					cards in the game than a card that can retrieve any trap 
					card you have.  
					Most decks don't use this card, but a deck that emphasizes 
					particular trap card(s) can benefit from this card. 
					 
					
					
					6. Sangan 
					 
					
					Initially helpful to Exodia, but over time more weaker 
					monsters (with strong effects) came outIn recent times, it 
					proved to be combo-able to Tour Guide, so they banned it. 
					 
					
					
					5. Mirror Force 
					 
					
					This has been a monumental card since day one and even 
					today, with all of the powerful cards out, Mirror Force has 
					still maintained it's place as a must-have. 
					 
					
					
					4. Heavy Storm 
					 
					
					Recently had to be banned because it promotes OTK'ing and 
					can cause too much card advantage. 
					Still, fair in the sense that you won't keep your own 
					spell/trap cards, it also punishes the opponent setting 
					traps too liberally. 
					 
					 
					
					
					3. Magician of Faith 
					 
					
					Has constantly been shifted on and off the ban list, 
					depending on the meta's attitude toward flip effect 
					monsters.  With 
					more powerful spells like Monster Reborn and Heavy Storm 
					banned, it was recently took of the list. 
					 
					
					
					2. Witch of the Black Forest 
					 
					
					Most of the best monsters in the game have less than 1500 
					DEF, so you basically could search anything you want. 
					So, they banned it. 
					 
					
					
					1. Change of Heart 
					 
					
					Once you take control of an opponent's monster, there's so 
					much you can do with it. 
					Attack with it. 
					Activate it's effect(s). 
					Tribute it to summon a more powerful monster. 
					They had to ban this gem. 
					 
					
					
					Magic Ruler 
					 
					
					A set which will be remembered for it's extremely powerful 
					spell cards. 
					 
					
					(Honorable Mention: Megamorph) 
					 
					
					
					10. Messenger of Peace 
					 
					
					One of the best stall cards in the game, especially since 
					XYZ's have made Gravity Bind and Level Limit Area B 
					obsolete.  The 
					fact that you can opt when to get rid of it is extremely 
					helpful for decks that plan to be aggressive at some point. 
					 
					
					
					9. Mystic Tomato 
					 
					
					Searchers really helped lots of different deck themes come 
					into play, and helped the game evolve past your standard 
					beatdown.  This 
					entry should also make note of Shining Angel, Giant Rat, UFO 
					Turtle, Flying Kamikiri #1, and Mother Grizzly. 
					 
					
					
					8. Giant Trunade 
					 
					
					Used for aggressive play by getting your opponent's 
					spells/traps out of the way while keeping your own safe. 
					Initially seen as a weaker alternative to Heavy 
					Storm, but with cards like Premature Burial and Call of the 
					Haunted, you can do a lot in re-using this card. 
					 
					
					
					7. Cyber Jar 
					
					How do you top Morphing Jar? 
					By first destroying all monsters on the field as 
					removal (and often gives you card advantage). 
					Then, it's next effect can change up the game by 
					adding 5 cards to both players arsenals. 
					 
					
					
					6. Mystical Space Typhoon 
					 
					
					We use 3 of these today, but before you were only allowed 
					one.  Still, the 
					ability to destroy a spell or trap card instantly, 
					offensively or defensively is extremely versatile and almost 
					never a -1. 
					 
					
					
					5. Confiscation 
					 
					
					Initially, it wasn't seen as a big threat because there was 
					more powerful hand control out there and 1000 LP was seen as 
					a big cost, but in the end, it's one of the best cards to 
					start the duel with. 
					You can severely disrupt an opponent's play and 
					predict their next move. 
					 
					
					
					4. Forceful Sentry 
					 
					
					Like Confiscation but without the cost. 
					And it return the target to the deck, so the opponent 
					cannot revive it. 
					 
					
					
					3. Snatch Steal 
					 
					
					Unlike Change of Heart, you can't take control of face-downs 
					and it's weak to Mystical Space Typhoon, but you usually get 
					to the keep the monster you take control of for a while. 
					1000 free life points for your opponent is nothing 
					when you're pummeling away at them. 
					 
					
					
					2. Delinquent Duo 
					 
					
					Basically a -1 for your opponent, which is a huge deal in 
					the attritonary nature of YGO. 
					Perhaps in a more graveyard-heavy time like today, it 
					wouldn't be as broken, but back then it was some nasty 
					stuff. 
					 
					
					
					1. Painful Choice 
					 
					
					Arguably one of, if not the, best spell cards in the game. 
					You can fill your graveyard fulls of effects that can 
					activate later, generating huge card advantage. 
					In addition, it adds a card to your hand to ensure 
					it's never a -1. 
					It sets up so many combos. 
									 
					 
					
					Contact:
					
					
					banefulscolumn@gmail.com 
					 
					 
					 
					  
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