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Pojo's Yu-Gi-Oh! Reader's Top Ten Lists

 BlackVoid's Yugioh Top 10 List - Top 10 Underused Cards
May 2009

Well I was stunned when, after submitting my Top 10 Underrated Cards article, I realized that no one had submitted one since 2007 (It's only recently that I've started contributing, so I hadn't noticed until then). I don't see why, as there are plenty of other ideas for Top 10 lists, such as Top 10 Needed Changes to the Banlist, which I might make,  Top 10 OTKs, Top 10 Two-Card Combos, etc. I hope in the future there will be more made.

Anyway, I figured I'd go for a list I haven't seen made as well as being the opposite of my previous list. I'll go over my personal Top 10 Overrated Cards. Keep in mind these are purely opinionated.


10. Defense Draw
Normal Trap
Battle Damage you take from 1 attack becomes 0. Draw one card.
Would be so great if it only negated the attack. As it is your monster still gets destroyed. It's best used when your opponent is attacking directly, but if they really are attacking directly, you're in trouble anyway.

9. D.D. Crow
1 Star
100/100
Winged Beast/Effect
Discard it during either player's turn to remove from play one monster in your opponent's graveyard.
I first heard of this card as a DAD counter. Then it was stopping Reborn, Avarice, Treeborn, etc. Then I saw it being side decked everywhere. However, this card really isn't a DAD counter, and while stopping some of the aforementioned cards is nice, it's not worth discarding a monster, even if it's 100/100. If you remove a Dark from play to stop DAD, it's only delaying the inevitable, as it's rather easy to dump something into the grave. Pitiful stats make it a horrible topdeck. And it only stops a few cards. Not worth the side deck spot.

8. Twister
Quick-Play Spell
Pay 500 Life Points to destroy one face up Spell or Trap.
The word most people describe this card as is "Interesting". Which is true. While this card hasn't gotten massive play, I do see  it used every few decks. Here's the problem with it: This only works on Equips, and continious cards. Neither are very common. Equips are virtually obsolete with the exception of a couple Gladiator Beast cards. Continuous cards are either L-LAB, G-Bind, Macro Cosmos, and Dimensional Fissure in general. 2 of those are used in burn decks, in which case the 500 LP cost will only help your opponent. That leaves 2 main cards this is useful on. 2 cards is not enough to warrant a spot in your deck or even your side deck.

7. Psychic Commander
3 Stars
1400/800
Psychic/Tuner
When a Psychic monster you control battles, during the damage step you can pay LP in multiples of 100 (max 500) and have the monster it's battling lose that much ATK.
Now I like the fact that this thing has 3 stars. Sneaks by L-LAB and Gravity Bind. I always like a card that can do that.
But the thing that kills this card is the 500 ATK limit. At most this thing gets to 1900. The key Attack you need to reach is 2500. This beats all Monarchs, Jinzo, Kaiser Glider, all the 2400 ATK cards that are so common. There are quite a few Psychics that can gain up to 500 and reach that magic number, but all of them are Tributes/Synchros. Commander allows you to beat standard 4 Star beatsticks, although with life point gain cards being mostly unplayable, the cost will catch up to you eventually, especially if your opponent gets out a big monster. Useful, but rendered obsolete is many situations.

6. Solemn Judgment
Counter Trap
Pay half your life points to negate a summon or magic/trap activation and destroy the card.
I admit, the real culprit of this card losing duels for the user is because of people using it incorrectly. People will use this very early on a not-so-threatening card, and end up losing 3000-4000 life points. The fact is that the cost is often times just as game changing as the effect. Even if you wait until an opportune time to use it, it can backfire. This card is overrated because it's a bad card early in the duel because of the cost, which means it's only a great card later in the game. Which makes it essentially, situational. I'm probably gonna get bashed over this, but I don't care.

5. Five God Dragon
Lots of Stars
Dragon/Fusion
5000/5000
Fusion Summoned by 5 dragons. Can only be destroyed in battle by a Light monster. Like you're gonna be killing it by battle, lol.
It's a staple in all dragon decks. I'll see a lot of Dragon decks with 2 of these and 2-3 Dragon's Mirror. Dragon's Mirror is the only way you will get this thing out. Which means you need to remove 5 dragons from play. This isn't hard, but now that's 5 less dragons you can summon with REDMD from the grave. For all that you get a 5000 ATK monster, that's not immune to anything. Can you say Sakuretsu Armor? Magic Cylinder (ouch)? Smashing Ground? This card is just so easy to kill. Well, any card is, but this one takes too much to summon to not have any immunities. King Dragun/Lord of D. doesn't help much because Smashing, Mirror Force, Torrential, Hammer Shot, etc. don't target.

4. Injection Fairy Lily
3 Stars
400/1500
Spellcaster/Effect
When it's battling you can pay 2000 life points to increase its attack by 3000 until the end of the Damage Step.
I'll keep this short. This is the true DAD counter. Opponents will not expect their DAD to die by attacks, so they should not have a defense against it. Other than that, the cost far outweighs the gain unless you're attacking for the win. 2000 is simply too much. I only use it in my Anti-Trap deck because it's a decent deterrant to attacks. Although smart opponents will kamikaze into it and take 2000 of your life points per attack.

3. Snipe Hunter
4 Stars
1500/600
Fiend/Effect
You can discard one card to roll a die. If the result is not 1 or 6, destroy one card on the field.
I know I'm gonna look stupid saying that a restricted card is overrated. Oh well. This card belongs best to a Zombie deck, where dumping monsters is a good thing. Otherwise, stay away. It wreaks havoc upon your hand. And the destroy isn't guaranteed. Always think long-term. Hand destruction=bad in the long term.


2. Victory Dragon (Not because of Scooping)
8 Stars
2400/3000
Dragon/Effect
Can only be summoned by tributing 3 Dragons. If it attacks directly for the win, you win the match.
Let's imagine a world where you can't just surrender once your opponent plays Victory Dragon and makes it's effect worthless. The conditions are still way too hefty. First you have to grab 3 dragons. This isn't too hard because a lot of dragon support cards help summon them. Of course, it's not easy, either. Then you have to attack directly for the win. Ok people, it's hard enough to win a duel at all. Now we're trying to end it with a certain monster?  After tributing three? No thank you. This is a Sakuretsu Armor waiting to happen.
This is actually possible to set up. Use REDMD or King Dragun to throw some dragons out there, use a Heavy Storm or Giant Trunade. Heck, even a Dark Bribe would work here. But to collect all these cards in a duel takes time. Time is one thing the meta does not have right now. Even with DAD and Teleport at 1, duels can end much quicker than it takes for you to set this up.

1. Jar of Greed
Normal Trap
Draw 1 card from your deck.
See example.

You put a Jar of Greed in your deck. It's the top card of your deck during your Draw Phase, followed by Krebons. You draw Jar of Greed. Your next card in your deck is now Krebons. You set Jar of Greed, wait until your opponent's turn, and activate it. You have now drawn Krebons. Since you drew it on your opponent's turn, you will have to wait until your opponent's turn is over to play it.

Now let's assume you had not added the Jar of Greed. You would have initially drawn right into the Krebons and could have played it the turn you drew it.
If you don't get it yet, think about it for a couple of minutes and it should come to you. Jar of Greed just delays when you can play a card. Use only in Exodia decks, where they basically are blank cards that make your deck like 37 cards (if you add 3) instead of 40.

For questions, comments, suggestions, etc, I can be reached at blackvoid2@yahoo.com


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