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Pojo's Yu-Gi-Oh!
Reader's Top Ten Lists
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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