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Pojo's Yu-Gi-Oh! Reader's Top Ten Lists
Baneful's Ten
PSV, LON, LOD

February 7, 2014

Pharoah's Servant

 

Expanded the set of staple cards and provided some Machine-type support.

 

10. Dust Tornado

 

Largely replaced by Mystical Space Typhoon but still provided more spell/trap removal options early on in the game when it needed it.

 

9. Prohibition

 

A timeless effect of prohibiting a single card that is still relevant today.  Timeless is the best word to describe this one.

 

8. Cold Wave

 

Largely ignored on it's release until years later people realized they could play aggressively and totally prevent your opponent from setting traps to protect themselves.  That, and monsters have become more powerful over time to the point where spells and traps aren't as necessary as they used to be.

 

7. Ceasefire

 

Negated flip effects (which were much bigger back then than today).  Chainable.  Also dealt relatively burn damage (on average, you're looking at 1000-2500) with ease.

 

6. Time Seal

 

A chainable virtually-always 1-for-1 card.  Was abused in lockdowns with Mask of Darkness and Tsukuyomi before.

 

5. Nobleman of Crossout

 

When setting monsters (and nasty flip effects like Cyber Jar) were common place, this card was a must-have for most decks.  Nowadays, it's not nearly as essential due to people setting less monsters, but still has it's place.

 

4. Jinzo

 

Jinzo's reputation today is not so high because strong monster with high ATK's are pretty much everywhere, but Jinzo was the greatest single-tribute monster for it's time and was highly coveted.  Even today he still has a place in Machine decks.

 

3. Call of the Haunted

 

A chainable trap card that doesn't destroy Jinzo but can destroy cards like Card Trooper to trigger effects.  You can also defend your life points by Special Summoning a big beater in between you and your life points.

 

2. Premature Burial

 

At an extra 800 life points (compared to Call of the Haunted), you get a card you can use the turn you draw it without waiting or taking the risks that most traps face.  They had to ban this card because it fueled OTK's and could be recycled with Giant Trunade.

 

1. Imperial Order

 

Arguably the greatest trap card of all time.  At the very least it's a 1-for-1, negating any spell card you want.  Essentially protects your entire setup from destructive effects or any effects that would help speed up your opponent's deck.  You can choose to keep it active or cancel it before you activate your own spell cards.

 

Labyrinth of Nightmare

 

An overall weak occultic-based set, with it's share of good cards.

 

(Honorable Mentions: The Last Warrior From Another Planet, Zombyra the Dark)

 

10. Mask of Restrict

 

Preventing your opponent from tributing monsters had made this a perennially used side deck option to "restrict" certain plays.

 

9. Bazoo the Soul Eater

 

For it's ATK boosting abilities (up to 2500), it was really appreciated back in the day.  At one point, years ago, there were even decks abusing Bazoo and triple Return From The Different Dimension.  Bazoo today doesn't see much play, but you never know.

 

8. Mage Power

 

Monster gains 500 ATK for each Spell/Trap cards you control.  You could get 2500 ATK from this with ease.  Though the problem with equip cards is that monster removals makes them a risky pursuit.

 

7. Jar of Greed

 

Draw a card.  Simple.  Chainable.  Could become a plus when your opponent tries to destroy it and helps decks which need a little bit more speed or draw power, like Exodia.

 

6. Magic Cylinder

 

Negates an attack and inflicts damage.  With a dearth of good traps, it was really popular for it's time.  It punishes over-agressive opponents but today (with a greater litany of trap cards available) has it's place in burn decks

 

5. United We Stand

 

Can give a monster up to 4000 ATK if you control a full field of monsters.  Two monsters gives you 1600 ATK (more than 3 spells on Mage Power).  One of the greatest pure stat-based equips around.  Significantly helps aggro plays.

 

4. Gemini Elf

 

With the strongest LV4 beaters having 1800 ATK (one had 1850), Gemini Elf raised the bar to 1900, which even today is rarely exceeded without significant drawbacks.

 

3. Kycoo the Ghost Destroyer

 

Better than a 1900 ATK monster is an 1800 ATK monster with great effects.  By both banishing your opponent's monsters and preventing them from banishing monsters, it proved to be a great tool against Chaos.

 

2. Card of Safe Return

 

Was largely slept on during it's release, but only years later, people realized they could generate massive card advantage, especially using three at once, due to there being no "once per turn" limitation.

 

1. Torrential Tribute

 

The trap card version of Dark Hole.  Still a mainstay in many decks today for mass removal.  It can help trigger some of your effects, but most importantly, it punishes over-aggressive play from your opponent.

 

 

Legacy of Darkness

 

This mythology based set supported numerous archetypes like Warriors, Spirits and Dragons.

 

(Honorable Mentions: Dark Ruler Ha Des, Twin Headed Behemoth)

 

10. Marauding Captain

 

Arguably the most iconic monster of the set, being the face of the Warrior archetype.  It's protection effect was quite useful for it's time but today we might end up knowing Marauding for it's help in bringing out a Rank-3 XYZ.

 

9. Airknight Parshath

 

Inflicts piercing damage and you draw a card when it does inflict damage, though it's stats are weak for a level 5.  In chaos era, being a LIGHT attribute and a strong response to Scapegoat, it was a really useful card.

 

8. Exiled Force

 

You can tribute it to destroy a monster on the field.  Not nearly as useful as it once was, but it was still quite a useful control card for it's time.

 

7. Injection Fairy Lily

 

A low level monster that can pump itself up to 3400.  It could run over just about anything and deal a massive amount of damage.  She was really big back then, though today we recognize how weak she is late-game with much life points to pay.

 

6. Creature Swap

 

Trade your opponent your weak monster; get a strong one from them.  Especially with numerous floaters and a variety of different XYZ/Synchros your opponent could be using, there's so many possibilities with this card.  Without Scapegoat crawling around, there's less of a response your opponent can have toward it.

 

5. Reinforcements of the Army

 

Searches you a Warrior-type monster.  Due to the number of deck theme that use Warrior-type monsters, this card, even though it is limited to 1 (initially, 2), it is still profoundly useful.

 

4. Bottomless Trap Hole

 

This gem easily replaced the original Trap Hole.  Yes, it steepened the requirements to 1500 (how many monsters are really 1100-1400 ATK) but it banished the target for good and worked on Special Summons.  Even today, it's a go-to trap card for many people.

 

3. Fiber Jar

 

Basically a Flip Effect monster that resets the duel, but there was no clause that only allowed you to use it once, so it was abused.  A duel could be reset 10 times and it impeded the progress of the game.  It was also good to turn the tables when you were at a severe disadvantage.  Our memories of this broccoli tree rocket are mostly bittersweet.

 

2. Royal Oppression

 

This card was always good, but in a Synchro format where Special Summoning was so commonplace, this one card could just do way too much.  They tried limiting it at first, but in the end, they just had to ban it.  Anti-meta decks were just having too much of a field day.

 

1. Yata Garasu

 

Made yatalock a household name.  At least, if someone in your household duels.  It resulted in an infinite lock where your opponent could simply not draw.  It was particularly nasty with Chaos Emperor Dragon so it had to be banned

 

 

 

 

 

 

 

 

 


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