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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 |