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Pojo's Yu-Gi-Oh!
Reader's Top Ten Lists
Legend of Blue-Eyes
A total dichotomy. Has a dozen great cards, and the other
100 are literally worth less than toilet paper.
(Honorable Mention: Blue-Eyes White Dragon)
10. Polymerization
A very iconic card which becomes more useful, the more
fusions that come out.
Yes, it's a -3 to use this card often, so there have
been some alternatives, but players will find plenty of ways
to make this spell card work.
9. Exodia the Forbidden One
Opened up a new path of winning (an alternate win state)
other than offense, emphasizing defensive play.
It created a new deck type, and is highly symbolic
too.
8. Man-Eater Bug
The prospect of destroying an opponent's powerful monster
with this weak one has always been appealing, especially if
they tributed or special summoned it.
Also, if you activate it's effect during your turn,
you can tribute it after it used the effect.
Great for it's time.
7. Trap Hole
Even quicker than Man-Eater Bug, you can destroy the monster
as soon as it's summoned.
Today we have Bottomless Trap Hole and others, but
for it's time it was the best removal trap out there.
6. Fissure
Even quicker than Trap Hole is Fissure.
Yes, it destroys the weakest monster, but when your
opponent has only one monster in his/her control, it makes
it even easier.
You didn't have to wait a turn or use up a summon.
Yes, there are much better removal options today but
it was really good for it's time.
5. Swords of Revealing Light
It was practically a staple for it's time, stalling the
opponent for 3 turns.
Now, people view it an easy-to-destroy card that's
unreliable in such a disposable format.
It still has it's place in decks that emphasize stall
though.
4. Dark Hole
Mass removal, and swarm-hate.
On occasion, can trigger your graveyard effects, but
it stays relevant today as quick, though often balanced
removal.
3. Raigeki
What could be better than Dark Hole?
A version of it with no penalty toward your monsters.
Looking back, it was probably stupid to make a
superior version of another card with no real drawbacks.
2. Monster Reborn
Arguably, the most iconic spell in the game.
Revive your own monsters or, even better, use your
opponent's creatures against them.
A real tide-turner.
1. Pot of Greed
What could be better Monster Reborn, you say?
How about using Pot of Greed to draw Monster Reborn
AND another card.
Metal Raiders
Added important cards to the game, including great trap
cards and effect monsters.
(Honorable Mentions: Summoned Skull, Magic Jammer, Thunder
Dragon)
10. 7 Colored Fish
Along with La Jinn, it established the standard Yu-Gi-Oh
beat-stick attack as 1800.
Until a few sets later, it was often common for 7
Colored Fish to be ran in 3's.
9. 7 Tools of the Bandit
Negates a trap card for 1000 life points.
Yes, we have Trap Stun, but 7 Tools is a counter
trap, and for a play that can make-or-break the game, 1000
isn't expensive.
8. Solemn Judgment
Paying half of your life points, however, is expensive.
Used mid to late games, it's bearable.
Being able to stop anything in the game makes it
extremely versatile.
As more cards that needed countering came out, Solemn
got more play.
7. Mask of Darkness
What better to complement a set with some of the best trap
cards in the game than a card that can retrieve any trap
card you have.
Most decks don't use this card, but a deck that emphasizes
particular trap card(s) can benefit from this card.
6. Sangan
Initially helpful to Exodia, but over time more weaker
monsters (with strong effects) came outIn recent times, it
proved to be combo-able to Tour Guide, so they banned it.
5. Mirror Force
This has been a monumental card since day one and even
today, with all of the powerful cards out, Mirror Force has
still maintained it's place as a must-have.
4. Heavy Storm
Recently had to be banned because it promotes OTK'ing and
can cause too much card advantage.
Still, fair in the sense that you won't keep your own
spell/trap cards, it also punishes the opponent setting
traps too liberally.
3. Magician of Faith
Has constantly been shifted on and off the ban list,
depending on the meta's attitude toward flip effect
monsters. With
more powerful spells like Monster Reborn and Heavy Storm
banned, it was recently took of the list.
2. Witch of the Black Forest
Most of the best monsters in the game have less than 1500
DEF, so you basically could search anything you want.
So, they banned it.
1. Change of Heart
Once you take control of an opponent's monster, there's so
much you can do with it.
Attack with it.
Activate it's effect(s).
Tribute it to summon a more powerful monster.
They had to ban this gem.
Magic Ruler
A set which will be remembered for it's extremely powerful
spell cards.
(Honorable Mention: Megamorph)
10. Messenger of Peace
One of the best stall cards in the game, especially since
XYZ's have made Gravity Bind and Level Limit Area B
obsolete. The
fact that you can opt when to get rid of it is extremely
helpful for decks that plan to be aggressive at some point.
9. Mystic Tomato
Searchers really helped lots of different deck themes come
into play, and helped the game evolve past your standard
beatdown. This
entry should also make note of Shining Angel, Giant Rat, UFO
Turtle, Flying Kamikiri #1, and Mother Grizzly.
8. Giant Trunade
Used for aggressive play by getting your opponent's
spells/traps out of the way while keeping your own safe.
Initially seen as a weaker alternative to Heavy
Storm, but with cards like Premature Burial and Call of the
Haunted, you can do a lot in re-using this card.
7. Cyber Jar
How do you top Morphing Jar?
By first destroying all monsters on the field as
removal (and often gives you card advantage).
Then, it's next effect can change up the game by
adding 5 cards to both players arsenals.
6. Mystical Space Typhoon
We use 3 of these today, but before you were only allowed
one. Still, the
ability to destroy a spell or trap card instantly,
offensively or defensively is extremely versatile and almost
never a -1.
5. Confiscation
Initially, it wasn't seen as a big threat because there was
more powerful hand control out there and 1000 LP was seen as
a big cost, but in the end, it's one of the best cards to
start the duel with.
You can severely disrupt an opponent's play and
predict their next move.
4. Forceful Sentry
Like Confiscation but without the cost.
And it return the target to the deck, so the opponent
cannot revive it.
3. Snatch Steal
Unlike Change of Heart, you can't take control of face-downs
and it's weak to Mystical Space Typhoon, but you usually get
to the keep the monster you take control of for a while.
1000 free life points for your opponent is nothing
when you're pummeling away at them.
2. Delinquent Duo
Basically a -1 for your opponent, which is a huge deal in
the attritonary nature of YGO.
Perhaps in a more graveyard-heavy time like today, it
wouldn't be as broken, but back then it was some nasty
stuff.
1. Painful Choice
Arguably one of, if not the, best spell cards in the game.
You can fill your graveyard fulls of effects that can
activate later, generating huge card advantage.
In addition, it adds a card to your hand to ensure
it's never a -1.
It sets up so many combos.
Contact:
banefulscolumn@gmail.com
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