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Pojo's Yu-Gi-Oh!
Reader's Top Ten Lists
It's Baneful with more top 10 lists.
The 10 best cards from Pharaonic Guardian,
Magician's Force and Dark Crisis.
Contact me at
banefulscolumn@gmail.com if
you have any questions or comments.
Pharaonic Guardian
Provided key support for Zombie and burn decks.
Had some good meta cards.
10. Lava Golem
A mainstay for burn decks, disposing of 2 opponent's
monsters that are potential threats whilst burning away at
their life points.
Giving the opponent a strong beater is an issue, but
stalling and removal helped it.
Mainly, it exists in burn decks – not so much
control.
9. Don Zaloog
To be honest, I never was crazy for this card.
It felt like a White Magical Hat with 400 more ATK,
though with cards like Shrink, it could use it's hand
control ability through battles too.
It was pretty big for it's time, even if it is a bit
obsolete today.
8. Necrovalley
This card is the foundation, cornerstone and bedrock of
Gravekeeper's, providing them with a meaningful offense
boost of 500 ATK.
More importantly, it restricted the opponent's
ability to remove cards from the graveyard, stopping cards
like Chaos and Monster Reborn.
7. Gravekeeper's Spy
Essential to gravekeeper decks.
Strong defense wall at 2000 DEF.
The fact that it could summon itself made it a good
+1 back in the day when the meta was slower.
6. Book of Moon
An incredibly versatile card that could disable monster
effects by flipping them face-down, negate attacks, stop
combos, protect your monster from certain removal, re-using
flip effects or helping your monster win in battles.
This card has been ever-present every tournament
scene just about.
5. Trap Dustshoot
Originally neglected, once Confiscation and Forceful Sentry
were banned, people considered this option to the point
where it became nasty enough to be banned.
It's a great way to mess up an opening hand and it
allows the player to combo Mind Crush with it.
4. Spirit Reaper
A defense wall that can also be used as hand control.
Unprecedented for it's time and still good even
today.
Nonetheless a card that really helped out the Zombie
archetype but is also useful in other decks too.
3. Mirage of Nightmare
This card was a can of worms waiting to be abused.
It was mostly a balanced card but the biggest problem
was that you could use it with an empty hand, draw 4 cards
and then destroy it with a card likst MST to prevent you
from discarding.
2. Ring of Destruction
It was the secret rare to get of the set.
Usually the boss card of a set is a monster, but this
time, it was this trap card that everyone wanted.
Good for an attritionary OTK, quick removal and it's
chainable too.
Banned now because it ended games too quickly.
1. Metamorphosis
This card made fusions way too easy to summon so it had to
get banned.
Though it did really help bring cards into play that were
hard to summon.
Using this on a Scapegoat token for Thousand Eyes Restrict
was big play years ago.
But imagine what we could've done with this card
today.
Magician's Force
A mostly forgettable set which introduced numerous deck
types, none of which took off.
(Honorable Mention: Autonomous Action Unit, a capable card
that never really found a purpose)
10. Des Koala
A good defense wall that could do 1200-1600 damage in one
shot. Still good
stuff.
9. Spell Shield Type 8
You could -1 yourself to negate any Spell card or negate one
that targets for free.
Never was an amazing card but it had it's uses.
8. Apprentice Magician
This card definitely had it's format.
It brought out cards like Magician of Faith and
helped fueled Monarch decks.
A good assist to spell counters.
All around good.
7. Royal Magical Library
With 0 ATK, most people didn't play it because summoning it
was too risky.
Though Exodia/FTK decks can abuse this by constantly playing
Spell cards and getting a +1 from some of them.
6. My Body as a Shield
A versatile quick play spell that protects your monsters.
It had some usage in tournaments over the years, but
with more ways to get rid of monsters – not just destroying
– it became less reliable.
5. Magical Merchant
A largely ignored, but always good, card that's good for
dumping monsters and obtaining a spell/trap.
Was good for fueling graveyard decks and can even
help Lavals today.
4. Wave-Motion Cannon
This card found a place in burn, being able to deliver
upwards of 3000-4000 damage in a single blow if you can keep
it out long enough.
At the very least, it's a spell/trap removal magnet
that can make your opponent nervous.
3. Breaker the Magical Warrior
This card was a staple for it's time.
Today, we have 3 Mystical Space Typhoon so we just
don't understand.
But it was able to destroy a (usually) unchainable
spell/trap card and then be a 1600 ATK beater on top of it.
In a faster format today, it's still useful, but not
nearly as essential.
2. Tribe Infecting Virus
With a single discard, you can destroy a monster your
opponent controls or your opponent's whole field of monsters
if their deck specializes in one type.
And you could use this effect as many times as you
want. Yeah, it
was nasty stuff and they had to ban it.
1. Magical Scientist
Currently banned.
An immensely broken card which can Special Summon
numerous Fusion monsters in the same turn.
Before, they were launched with Catapult Turtle in an
FTK. Today, in
Traditional Format, you can use it to bring out any XYZ you
want into a lockdown.
Essentially, you can win the duel with this one card.
Dark Crisis
A really weak set, with a handful of good cards.
It emphasized Guardian monster/equip cards which were
abject failures.
10. Final Attack Orders
Combined with Skill Drain, this card helped make a new deck
type where big beaters with adverse effects can run over
your opponent's weaker effect monsters.
And your opponent can't set defenses anymore.
9. Dragged Down Into The Grave
You having to discard made this card a bit costly, but today
Dark Worlds are using it for their benefit.
It's like a free "Confiscation" that lets you trigger
an effect and draw too.
8. Interdimensional Matter Transporter
This was never really used in tournament play much, but it
essentially protects your monsters from practically any harm
letting them dodge out of the way.
You just risk taking more life point damage though.
7. Final Countdown
Spawned Final Countdown decks which would stall as an
alternate win condition.
They were never reliable, but the fact that this card
spawned an entire deck after it makes it noteworthy.
Recently, it was limited to 1, so now Final Countdown
will have a tough time managing.
6. Sakuretsu Armor
A weaker version of Mirror Force that was excellent for it's
era, though now that Mirror Force is at 2 and Dimensional
Prison also exists, this card is harder to recommend.
5. Reflect Bounder
Back then, it had decent stats for a beater, really helped
burn and was a LIGHT for Chaos.
It mostly functioned as stall, because they would at
least lose 1700 life points by battling this card.
4. Vampire Lord
Back then 2000 ATK outpaced the LV4 beaters, but today it
can get ran over by lots of easy to summon monsters.
That, and destroying monsters isn't the main way to
remove threats anymore.
For, it's time it was an iconic card that helped
Zombies.
3. Tsukuyomi
This card was banned for a little while for abusing Mask of
Darkness, but now that flip effects aren't common, it's
okay. By
flipping monsters face-down it can kill strong creatures
with weak defenses in battle or negate continuous monster
effects.
2. D.D. Warrior Lady
A very capable card that can banish an opponent's monster.
To me, it's still relevant today, despite lacking
archetypal support.
With lots of card with nasty on-field effect or ones
that benefit from graveyard effects, this gets rid of them
both quickly. It
almost always is a one-for-one that could strategically
become more.
1. Skill Drain
This one is still relevant today.
It negates all on-field monster effects, while
allowing graveyard effects, so if you can tailor your deck
around graveyard effects (or normal monsters), you can
cripple most of your opponent's.
It's still a great option for many side decks and
quite a few main decks.
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