TechDragon's Top 10 Cards That Would Be Funny If Played Successfully Have you ever seen a card so absurd or implausible that you just said to yourself, "Man, it would be fun to see someone play THAT!" Well, here's an entire list of cards like that. Some good, some bad. 10. House of Adhesive Tape / Eatgaboon MRL-064 [Common] / MRL-065 [Common] Trap Card / Trap Card - Back in the day when everyone played with cards like Injection Fairy Lily and Yata-Garasu (wait a minute, everyone STILL plays with those cards) and Trap Hole just wasn't cutting it, people were searching for ways to stop all the little weak monsters with huge effects. Now, my solution to them were House of Adhesive Tape and Eatgaboon. Granted, I never actually USED them, but many-a-time I had wondered what the look on my opponent's face would have been like if he played a Lily or Yata, and then had it defeated by one of the silliest Traps in the game. 9. Gate Guardian MRD - 000 [Secret Rare] [Level 11] Dark/Warrior/Effect ATK/3750 DEF/3400 - The incredibly powerful "unplayable" monster. Many people laugh at the mere mention of playing this in a deck. "How are you going to get it onto the field?" they'd laugh. "You need 9 tributes just to bring it out!" And they were right. 2 tributes a piece for each of the 3 pieces (Sanga of the Thunder, Suijin, and Kazejin), and then tributing the 3 pieces themselves. An incredible amount of effort, especially it is was simply destroyed with a Torrential Tribute. Still, I've always liked this big guy, and I look forward to the day when someone constructs a successful deck around him. 8. Gryphon Wing SDP-050 [Super Rare] Trap Card - Now we get to move onto cards that are not only hard to play, but are hard to play because they are situational for ONLY 1 GIVEN SITUATION! That's right, you can only activate this card in response to one thing: after your opponent activates Harpie's Feather Duster. I don't want to get into statistics, but how often are you going to have 1 card in a deck of 40+ cards on the field when your opponent plays 1 card in THEIR deck of 40+ cards? Don't get me wrong though; it can happen. And when it does, just imagine how your opponent would react after their Duster was negated, and they get to see their spells and traps destroyed in place of your own? ;) 7. White Hole TP1 - 005 [Super Rare] Trap Card - I could easily copy/paste the above paragraph and put it here, but instead just replace "Harpie's Feather Duster" with "Dark Hole", and "spells and traps" with "monsters", and you have my bit on this card. 6. Moisture Creature PGD-013 [Rare] [Level 9] Light/Fairy/Effect ATK/2800 DEF/2900 - I don't actually see this card as being unplayable in any sense, I actually HAVE played it (with and without using it's effect) but I know that many people see it as way too high of a cost. After all, how often are you going to have 3 monsters on your side of the field to tribute, even for an incredible effect? Well, as I personally found out, not all the time. But on the odd occasion that you do, it's pretty fun. 5. Great Moth / Perfectly Ultimate Great Moth MRD-070 [Rare] [Level 8] / TSC - 001 [Secret Rare] [Level 8] Great Moth: Earth/Insect/Effect ATK/2600 DEF/2500 PUGM : '' / '' / '' ATK/3500 DEF/3000 - Ah, the Moths. One takes 4 turns, the other takes 6 turns. That's right, you have to keep a 0/2000 monster alive on the field for 4-6 turns to play these babies. I don't know why, but for some reason I'm impartial to Great Moth, but absolutely in love with Perfectly Ultimate Great Moth. I'd LOVE to see someone be able to bring it into play, and maybe even win with it. After all, if you put that much effort into something, it had better do something for you. (Not that it always will though. If I were personally facing a Moth deck, I'd find no less than 5 ways to defeat it.) 4. Red-Moon Baby PSV-090 [Rare] [Level 3] Dark/Zombie/Effect ATK/700 DEF/1000 - Ignored, forgotten, shoved into shoeboxes and collecting dust. That's where you'd find these cards most of the time. But if you actually read it's effect, you'd think to yourself "Why the heck aren't people using this card??" The answer: I have no idea. Likely because it isn't always going to help you. In fact, I'd say most of the time it isn't going to help you. But when it actually does, it does so in a big way. If you destroy a monster with this card, it's Special Summoned to your side of the field at the end of the battle phase. This card is screaming to be in an Equip Deck, so it can start destroying some Vampire Lords and Jinzos and other big nasty things you'd love to permanently control. 3. Eternal Rest MRL-060 [Common] Spell Card - And speaking of Equip Decks, this card is their worst nightmare. It makes you wonder why people haven't thought to Sidedeck this card more often. Eternal Rest. Destroys all monsters equipped with Equip Cards. Are people running United We Stand, Mage Power, and Axe of Despair pushing you around? Teach them a lesson by making their strongest weapon their greatest weakness. That's one thing I love about Yu-Gi-Oh: There is a weakness to EVERYTHING, you just have to find it. 2. Final Destiny MRL - 035 [Common] Spell Card - I cannot even begin to tell you how bad of an idea it is to even slightly consider ever, EVER playing this card. And the sad thing is that I actually know someone who had this in their deck, and claimed to have even pulled it off once. Even if you DO successfully play this, something I consider more of a miracle than getting a Gate Guardian out onto the field, you usually haven't hurt your opponent as much as you have hurt yourself. Discard 5 cards from your hand to destroy all cards on the field. This is effectively simultaneously the most powerful card and the worst card in the entire game. It destroys ANYTHING and EVERYTHING. But to play it, you'd need a full hand (or 5 cards with Final Destiny set on the field). And then that means you end up with no hand, or at best one or two cards. A 6-card combo (Final Destiny itself and 5 others to pay the cost), this makes you want to kick yourself if your opponent chains with an Imperial Order. It's the biggest explosion in the game, with the biggest cost. 1. Self-Destruct Button IOC - 105 [Common] Trap Card - Finally, the #1 card that would be funny if played successfully. This is the one that originally gave me the idea for this entire list. I plan on basing an entire deck (a fun deck) around this one card. This card has "Instant Draw" written on it. Well, not literally, but you get the idea. If your opponent has 7000 Life Points more than you do, both player's Life Points become 0, basically ending the current duel in a draw. Sounds pretty fun, doesn't it? Imagine: "Hahahahaha, I have 150- bazillion Life Points, thanks to my 500-card deck composed entirely of Dian Keto the Cure Master's! There is nothing you can do now.... wait, what's that Trap you just activated?" Ok, well, maybe that's not very likely to happen, but if it's inevitable that you're going to lose anyways (say if your opponent has been creaming you, and you're at less than 1000 Life Points, you haven't even touched your opponent's, and he got rid of your original plan of using Last Turn to win) then this card is a good backup plan. Or, if you're like me, you can make a deck that lowers your Life Points while increasing your opponent's, just so you can play this card (cards like Snatch Steal, Jirai Gumo, Fairy Box, Upstart Goblin, Solemn Judgement, some stall/defensive cards, etc...) Ironically, if it gets negated, I've pretty much just killed myself. ;) Well, that about does it for my 2nd Top Ten List. I hope you enjoyed reading it as much as I enjoy pie. Sweet, delicious pie..... Feel like contacting me? My Inbox is always open, so feel free to drop me a line (or perhaps even an e-mail). sockhed_rocks@hotmail.com Written By: TechDragon (a.k.a. Michael Sokolowski) Level 1 Yu-Gi-Oh! Judge _________________________________________________________________