
Danger! Nessie! – #SDCK-EN022
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger! Nessie!”, Special Summon 1 “Danger! Nessie!” from your hand, and if you do, draw 1 card. If this card is discarded: You can add 1 “Danger!” card from your Deck to your hand, except “Danger! Nessie!”. You can only use this effect of “Danger! Nessie!” once per turn.
Date Reviewed: June 12th, 2025
Rating: 3.92
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:

King of
Lullaby
Hello Pojo Fans,
Danger! Nessie! is a good follow-up to yesterday’s choice as the Danger monsters are always leaping out of your hand.
Like all Danger monsters, Nessie has you reveal it then shuffle your hand and your opponent chooses a card to discard. And, like all Danger monsters, if your opponent chooses wrong, you get a Special Summon of that revealed monster and a draw to replace the card you lost. The unique ability comes from your opponent picking right and hitting Nessie in your hand. If that happens, Nessie searches a Danger card from the Deck.
Great DEF and Level 7 lends to some Rank plays now that the Dragon Lords are back in full and have more dedicated support, though I can’t completely see a few Danger monsters splashed in. Regardless, a body on board is a body on board. There’s more things to search now that Danger got more Spell/Trap cards to fill out their archetype. They have their own Spell to search the lower Danger monsters by discarding a higher level Danger monster, their own Field Spell that can end up as a board-wipe if you can banish three different Danger Spell/Trap cards from the grave, but you are most likely searching a monster with Nessie. With no restrictions on their monsters now, Nessie has all their search targets back and can quickly get you to Jackalope or Tsuchinoko, or search the heavy-hitting Bigfoot. Given, Dogman is the only other Level 7 in the archetype so the potential of Xyz Summons are left to the Level 8’s.
The best best for the Danger archetype remains to be used within another archetype like Dark World. The worst that would happen is your opponent picking right and you searching off Nessie for another Danger, while if they chose wrong your Dark World monster would get the opponent discarded it effect. Nessie has more to search now that Danger is unbound by the ban list, but they never truly got a solidified archetype that can stand on its own. Still a good searcher and a wall on the field.
Advanced- 3.5/5 Art- 4.5/5
Until Next Time,
KingofLullaby

Crunch$G
Throwback Thursday this week brings us to really the only generic search target for Chaotic Elements we looked at earlier this week: Danger! Nessie!
Nessie is a Level 7 DARK Aqua with 1600 ATK and 2800 DEF. A very strong DEF stat, DARK is always great, and Aqua is always interesting on a non-WATER monster. First effect is the effect you see on all Danger! monsters, where you reveal this in your hand to the opponent to then have them randomly pick a card for you to discard, if they don’t hit the Danger! with the same name you revealed (Nessie in this case), you get to summon your Danger! and draw a card. This type of effect in 2018 when Danger! released was super powerful, as you saw strategies using this archetype almost everywhere at the time to spam free material for Extra Deck summons. The main monsters were Nessie, Jackalope, and Tsuchinoko as they were the ones that self replaced themselves if they were hit and discarded, with Nessie’s discard effect searching a Danger! card, which will 100% be one of the monsters as the backrow for Danger! is underwhelming and likely why they didn’t take off as a pure strategy. Searching a Danger! to try and reveal again for the summon and draw is pretty nice, or if Nessie was just hit via the effect of another Danger! instead. The self replacing Danger! monsters all went to 1 for a time, and Nessie was the first of three to return to 3 with the other two recently following. Now, you only see Danger! in strategies like Dark World, in which they excel, and a few in Decks that can use graveyard effects and make use of a Danger! with the proper Level. Nessie was also great in Tearlaments since it could trigger their graveyard effects after discarded and it’s a DARK/Aqua for the Fusions. If you are going heavy on the Danger! monsters, then Nessie is likely one you’ll max out on before some of the others.
Advanced Rating: 4.25/5
Art: 4/5 Want to know where they found Nessie now?

Mighty
Vee
I feel like the only reason we’re doing this is Chaotic Elements, but whatever! Throwback Thursday brings us Danger! Nessie!, one of the terrible trio that makes up the Danger package alongside Danger!? Tsuchinoko? and Danger!? Jackalope?. A level 7 DARK Aqua monster, Chaotic Elements is the most direct way to search it without drawbacks, though Jackalope also accesses it if necessary. Being DARK is particularly helpful for Nessie since it’s often played in decks that appreciate Allure of Darkness, so there’s that! Nessie’s stats clock in at a poor 1600 attack but a decent 2800 defense, so you won’t really be relying on it for offensive pressure. That’s for Bigfoot and Thunderbird!
Nessie shares the same first effect as all Danger monsters, a non-once per turn effect to reveal itself in your hand, then make your opponent choose a random card in your hand to discard, and if Nessie was not chosen, it’ll Special Summon itself and get you a free draw in the process. This catch-22 forms the backbone of the Danger archetype, since if Nessie happens to be chosen, that triggers its other effect, a hard once per turn effect to search any Danger monster except another Nessie if it’s discarded. You’ll usually be grabbing Jackalope or Tsuchinoko in hybrid builds since they’re other 2 most powerful Dangers as combo tools, though Danger! Bigfoot! and Danger! Thunderbird! are considerations in pure builds that need more muscle. In the TCG, Nessie has been slowly limited before slowly being unlimited on the banlist, and for good reason; the Danger draw engine would allow many DARK decks like Thunder Dragon and Dark World to generate a lot of advantage and draw through their decks; getting Danger monsters as bodies was the cherry on top. Even Tearlaments used the Danger package, though it quickly fell off in favor of the considerably stronger Ishizu package. These days, the kinds of decks that can abuse Danger aren’t massive threats, so the whole package, Jackalope and Tsuchinoko included, is practically free. But who knows, maybe they’re just waiting for the next big DARK draw deck to arrive! Only if Droll & Lock Bird get banned, though. Still, if you run a Danger package, just play 3; it’ll get Jackalope and Tsuchinoko. Who should also be at 3.
+Non-once per turn effect like all Dangers that refunds itself and gets a body
+Helps access Jackalope and Tsuchinoko
-Unpredictable effect can screw over planned combo lines
-Danger as a whole is extremely weak to Droll & Lock Bird
Advanced: 4/5
Art: 4.25/5 I think if the Loch Ness monster looked like this, we’d have discovered it by now…
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