iTsHiMaGaiN’s Top Ten Monsters and Magic and Trap Cards Monsters 10) Jinzo. Some of you might be thinking that I’m nuts and well maybe I am, but Jinzo is not necessary in my deck. Still an amazing card though. 9) Yata-Garasu. The only reason it is higher than Jinzo is because it goes a little more with my deck theme. Great Monster. Still it probably is a little overrated. 8) Nimble Momonga. This card does not get the respect it deserves. A great card to pull. Especially if you go first. It takes up three attacks, gives you 3000 LP, thins your deck down, and give you time to set up a massive assault. My favorite combo is putting it down along with Torrential Tribute and let them attack the first 2 times to make them think that I have no monsters; then when they summon that third monster to go for the direct attacking Torrential Tribute that summon. 7) Injection Fairy Lily. Another great monster. Good the get rid of pesky monsters like Jinzo. And a nice monster to have on a final attack. 6) Spirit Reaper. This card has a lot of potential. A wall at first, so it is a good card to pull on the first turn. And it discards a card from their hand, which is good. The effect of being destroyed if an effect targets it is a downfall most of the time, but in some ways it’s an advantage. An anti Snatch Steal and Change of Heart effect. 5) Airknight Parshath. I do believe this card is underrated. The 1 Tribute is a downfall but a Meteor Crush effect and you get to draw a card is simply amazing. A great card to have when you’re opponent is on the defensive especially beatdowns. Which happens a lot when I fight beatdowns. This card make the game go quick especially when it’s equipped with something and the drawing 1 card gives you a backup plan if they pull some miracle card. 4) Hayabusa Knight. By far one of the best cards in the game. Some of you may disagree. But I don’t care. This card is the king of 1-turn kills. All you need is a few equips and you win when they have full LP, and since I run 3 Axe of Despairs, 1 Mage Power, and 1 United We Stand in my deck 1 turn kills are a common thing. 3) Don Zaloog. Some people think this card is overrated. I am 1 of them, but I still have 2 in my deck. (Pulled 1 of them in my first PGH booster pack) This card is awesome. The choice is a good thing, and it’s a warrior, which goes good with Marauding Captain. I usually end up having 1 or 2 of this card on the field with 1 or 2 Spirit Reapers at the time I finish my opponent off, and for fun I tell them to see what cards I would have milled with Don’s effect and he does it. I would have milled all the cards that would have helped him about every time. And Spirit Reaper gets rid of the card he drew. 2) Cyber Jar. This is one of those cards that isn’t a staple but should be. It gets rid of threats if you are facing some and you get a chance to pull some good cards. Almost always a major help. 1) Marauding Captain. For the most part this list is of cards in my deck. This card is great. Perfect swarm card. 2 of them are a wall. Protects warriors like my Don and Hayabusa. This one helps with those 1 turn kills also. Because you get to summon another monster. Then you can equip United We Stand to 1 of your monsters. The way I’m explaining this card may seem that I’m nuts for putting this card at number 1 but if you played 2 in your deck you would probably put it at the top 3 at least. Magic 10) Change of Heart. You can get a face down monster, which is great, but it only lasts for 1 turn. 9) Snatch Steal. Better than Change of Heart in my opinion, because you get to keep the monster. Most people will summon Jinzo so I just take it for me. And there was this 1 time when I fought someone who had 1 monster in defense mode and a Spear Dragon with Mage Power and the magic and trap zone was filled. He attacked my Nimble Momonga so I got the other 2. My turn sac 1 for Jinzo, Snatch Steal his Spear Dragon, flip the other Nimble, equip his Spear Dragon with my Mage Power, United We Stand, and Axe of Despair and that was game. So if you don’t have a Snatch Steal get 1. 8) Pot of Greed. The only downside is you can only have 1. 7) Monster Reborn. Only this low because I probably don’t even need it in my deck because I don’t use it that much. 6) MST, Harpy’s Feather Duster, Heavy Storm. The Magic and Trap removal. But for the most part they are the same thing if you use them right. 5) Graceful Charity. Get to cycle through your cards fast and you can dump a tribute monster and Reborn it. Unfortunately this card might go down to 1 per deck since PGH came with a few card drawing cards. : ( 4) Mirage of Nightmares. All you have to do is read the article to find out how good it is. A fast deck is always a good deck. 3) Delinquent Duo. This card is on it’s own level for hand disruption. 1000 LPs to get rid of 2 of your opponents cards from there hand. That’s 2 less options. Doesn’t really matter that your pick is random. 2) Raigeki/ Dark Hole. I won’t even explain it. 1) Axe of Despair, Mage Power, United We Stand. The basis of my deck and an effective 1. It’s what makes 1 turn kills possible. Or at least I get a good laugh if I have 3 of my equipment cards (that's cuz I use 3 AoD) and I plop them on 1 monster and they cuss or mown or make some funny sound. Traps 10) Magic Drain. Most people won’t choose this over Magic Jammer but I do. It is a very good card that is underrated. Think for a second. When you face a good player they will probably have all good magic cards that they want to keep. So you play around with them. They use Monster Reborn, you use Magic Drain, they either don’t get Monster Reborn’s effect or they lose probably a Raigeki, Mage Power, United We Stand, or Harpy’s Feather Duster, or something good so it’s a win win situation. And it also is a hand disruption card when you think about it. 9) Torrential Tribute. I think this is better than Dark Hole. A little more versatile than Dark Hole and it can mess up your opponents plans for their turn. 8) Call of the Haunted. Being a trap card makes it a little less of a great card but it is still an awesome card because unlike Premature Burial you don’t lose anything. 7) Gravity Bind. This is a great card. It is what my deck was until I noticed that I don’t usually need it to win so I side decked my 3 and some 3 level 3 or lower monsters so if I need to I can change it into a Bind deck. 6) Magic Cylinder. Negates 1 attack and sends it back to your opponent’s LP that's pretty good. 5) Ring of Destruction. Monster removal, LP damage, and works wonders with the number 1 trap. 4) Imperial Order/ Ceasefire. Not the same card at all but the effects of it are the same in power if you ask me. Imperial Order explains it’s self. Ceasefire is great because most monsters that are played have effects like my deck has all monsters with some kind of effect so all you need is a monster in face-down defense mode then use Ceasefire. With only 4 effect monsters (maybe 2 are yours 2 your opponents) that is 1/4 of their LP gone. 3) Mirror Force. Again this 1 explains it’s self. 2) Solemn Judgment. This card is all about how you use it. The most versatile card in the game if you ask me. Can kill Jinzo before it gets there. Stops almost every card. Like this 1 time I was facing someone and I had an Axe of Despair on a Hayabusa and he summoned Valkrion, SOLEMN JUDGMENT. There went his entire hand and his chance of winning. 1) Barrel Behind the Door. If you look at this card you should believe like I do that this card should be the friggin’ Secret Rare. It combos with way too many things for kills in about 2 turns. Ring of Destruction is used on a GaF. You use Barrel Behind the Door and he just took 4600 LP with 1 card. Someone uses Magic Cylinder and you use BBtD and he just lost a lot of LP again. Dark Snake Syndrome also works with this card. Your opponent will lose LPs during their Standby Phase first 200, then 400, 800, 1600 and so on and you would loose LPs to Dark Snake Syndrome but instead during your Standby Phase your opponent would lose 200, then 400, 800, 1600, and so on again. That adds up quickly. With Tremendous Fire your opponent looses 1500 LPs instead of 1000 and you loose 500. Counters burner decks and if its effect includes cards like Seven Tools, Solemn Judgment, and Injection Fairy Lily where you pay LPs which it shouldn’t by the way because paying LPs is different than taking damage other than battle are 2 different things. But if it works that way this card would be beyond broken in my opinion. And once I get a Ring of Destruction I’m making a BBtD deck. Yes this was long but it does sort of help in some ways. Disagree, Agree, wanna kill me? iTsHiMaGaiN_1@hotmail.com is my email address