Pojo's Yu-Gi-Oh! news, tips, strategies and more!


Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews

Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers

Releases + Spoilers
Booster Sets (Original Series)
LOB | MRD | MRL | PSV
LON | LOD | PGD | MFC
DCR | IOC | AST | SOD
RDS | FET
Booster Sets (GX Series)
TLM | CRV | EEN | SOI
EOJ | POTD | CDIP | STON
FOTB | TAEV | GLAS | PTDN
LODT
Booster Sets (5D Series)
TDGS | CSOC | CRMS | RBGT
ANPR | SOVR | ABPF | TSHD
STBL | STOR | EXVC
Booster Sets (Zexal Series)
GENF | PHSW | ORCS | GAOV
REDU | ABYR | CBLZ | LTGY
NUMH | JOTL | SHSP | LVAL
PRIO

Starter Decks
Yugi | Kaiba
Joey | Pegasus
Yugi 2004 | Kaiba 2004
GX: 2006 | Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013

Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon

Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler

Tournament Packs:
TP1 / TP2 / TP3 / TP4
TP5 / TP6 / TP7 / TP8
Duelist Packs
Jaden | Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow

Reprint Sets
Dark Beginnings
1 | 2
Dark Revelations
1 | 2 | 3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7

Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7

Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes

Anime
Episode Guide
Character Bios
GX Character Bios

Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)

Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game

Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

This Space
For Rent

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

April 14, 2014

Okay, time to talk about some of the most ill-conceived deck themes in the game.  Most of these were conceived before 2010, so quality control has been getting a bit better.

 

The criteria:

1. There must be more than 5 cards released (preferably 10+) for the theme

2. This list is not necessarily about bad deck themes or deck themes that lacked support.  Moreso, about poorly designed ones.  Themes that are based on a horrible set of mechanics or are needlessly difficult to play.

 

10. Amazoness

 

From the start, all the Amazoness cards were weak and there was no core concept that they were based around.  Each of them were so different from each other and none of them were good.  Numerous times Konami has released more Amazoness cards to add support, but still none of them were good.

 

9. Unions

 

Introduced in Magician's Force, unions were designed to work in pairs, to protect each other.  The problem is that you need to draw both at the same time.  Lots of unions were made (including the ill-fated XYZ Dragon Cannon archetype) but lacked speed and the ability to +1.

 

8. LV Monsters

 

LV monsters do have some potential, I guess, if they were to support them.  But the fundamental problem is that using 1 LV family (such as Horus or Armed Dragon) wouldn't be enough to justify a whole deck since there are only ~3 in any given family.  And using multiple LV families would make the deck inconsistent.  That, and there's always the risk of drawing Horus LV8 before you even draw Horus LV4 or find a way to bring out Horus LV6.

 

7. Senets

 

For those who don't know, Senets focus on positioning such as rows and columns.  Cards like Alien Mars, Flash of the Forbidden Spell and Senet Switch.  Decks of these types aren't viable.  Probably because people don't pay attention to their field positioning when they play because they're not catering to the 1% extreme of facing a deck that focuses on it.  Maybe Konami was dumb for putting faith in us to follow these rules, or maybe it's our faults.  Who knows.

 

6. Chain Effects

 

Cards like Lightning Punisher and Chain-Strike were given the better part of an entire set to coalesce into a deck-type.  The problem is that they take more effort to resolve than they are worth, and if they were to ever resolve, they risk being broken or a rogue deck that can throw off tournament results.  Look at chain-burn, for example.

 

5. Ally of Justice

 

An entire archetype was devoted to countering LIGHT monsters and it couldn't even do that.  None of the Ally of Justice cards were worthy anti-LIGHT side options alone.  And with decks out there like Hunder, Constellar and Lightsworns, you would figure an anti-LIGHT archetype would have a place.  But those decks would win even against an AoJ deck built specifically to counter them.  The problem is when you are facing 90% of the decks out there that aren't LIGHT based and they become useless.  They could be worked into something better if they were given a personalized DNA Transplant card or something, but still.

 

4. Destiny Hero

 

All DHERO's ever were were just clones of E-Hero's.  Except weaker, and without a litany of fusions.  Some of them, such as DHERO Malicious, DHERO Disk Commander and Destiny Draw helped create a Monarch engine for their time, but the theme itself was lacking.  It never was a theme like the EHERO's were.  More so just a parody of EHERO's minus any actual cohesion.

 

3. Arcana Force

 

Based on tarot cards, the deck had interesting potential.  The problem was, first of all, the luck factor.  But even if you consistently got off their effects, they weren't good.  They didn't have any unifying sets of principles in their effects aside from "heads good and tails bad".  Maybe this deck is fixable, but it would take a lot of work since it started on a weak foundation.

 

2. Archfiends

 

Introduced in Dark Crisis, based on chess pieces (and since then, they've become based on whatever random idea pops in Konami's head).  The entire deck bases itself off Terrorking Archfiend, which is no longer as powerful as it used to be since it was conceived in an era where 2000 ATK was strong and flip-effects were a big issue.  Rolling the die to negate card effects was inconsistent.  And "not having to pay LP costs" is hardly a positive incentive.  Even with the translations errors resulting in extra support for Archfiends worldwide, none of those cards did them any good.

 

1. Guardians

 

By far, the worst of all the worst.  This one doesn't only take the cake.  It takes the entire bakery.  That's how bad it is.  So, there are 5 or so different Guardians and before you summon them, you need to have the correct equip card equipped to a monster first.  Good luck summoning a monster to equip a card to in a deck where you can't summon monsters unless you have an equip.  

 

A vicious cycle.  And no support cards to alleviate that issue either.  That, and the effects of most of the cards aren't good (and the best Guardian equip card is banned due to a combo loop).  What exactly do you do when you have Guardian Axe - Grarl and Guardian Ceal in your hand.  Only god knows.

 

Contact: banefulscolumn@gmail.com

 

 


Copyright© 1998-2014 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.