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Pojo's Yu-Gi-Oh! Reader's Top Ten Lists
Baneful's Ten
LOB - MRD - MRL

February 6, 2014

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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