Best Yu Gi Oh Magic Cards

Elaine Sutton
• Sunday, 03 January, 2021
• 10 min read

Additionally, Diagram lets each of your tribute summoned True monsters endure a single battle destruction each turn, making your warriors challenging to overcome. That's a lot of bonuses for a competitive archetype, but note that opposing True monsters also reap Diagram's first two benefits, making it unwieldy against similar themes.

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As icing on the cake, you also get to draw a card if you have at least three spells in your graveyard, potentially letting Engage boost your overall hand size. Not only does this stall traps and quick-plays, but it also defeats those with specific activated windows (like “Evenly Matched”), since they can't be played at a turn's end.

You can only activate one per turn, and you have to banish your deck's top ten cards face-down, but you get to draw twice, increasing your overall hand size à la the long-banned “Pot of Greed.” The downside is you'll have fewer options for your searches, and you could potentially mill yourself into a deck-out loss, but most games will end long before that point.

Show and TCG revolves around one key concept: highly skilled Duelists squaring up to each other with their powerful Monster Cards (and Spells and Traps, of course), in a vicious assault on each other’s Life Points. The fact is, there’s just such a huge array of cards available now that it’s hard to know where to begin building a deck.

Here are some great Spell caster Monsters, alongside some that are definitely questionable (some related Spells and Traps are also included). This Effect Monster gains a Spell Counter when Normal Summoned, which boosts its ATK by 300.

This ability has so many offensive and defensive applications, and can even be reused if the player has a means of generating Spell Counters. One of the most intriguing is Fortune Ladies, an archetype that focuses on strategies like swarming or boosting draw power.

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In this instance, they can negate Spells, Traps or Normal Summons and remove that card from play until the End Phase. While this can be very strong, it has the most value in a pure Fortune Lady deck, which really holds it back.

Exotic The Forbidden One may have the angriest face anybody has ever seen in their life on its card art, but it just doesn’t have the stats to back up its formidable appearance. Loop might be surprised to find that the TCG has changed quite a lot in more recent years.

, it’s tough to define exactly what makes a card ‘bad.’ Everything has a use somewhere, meaning that niche appeal is the key. It may be controversial to pick a high profile and potentially very strong Spell card like Secret Village of the Spell casters for this category, but it can be as debilitating for the user as for their opponent.

Many of the top decks revolve around powerful Monster effects rather than overwhelming Attack values. Quintet Magician has 4500 ATK (and equal DEF), among the highest printed values in the game.

While it’s considered ‘strong’ enough to be banned in all but the TCG Traditional format, it’s a potent spell that many might find super underwhelming. Technically, questions of ‘ best and ‘worst’ cards tend to consider viability in serious play.

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Speaking of the support that Dark Magician and its cohorts have received since their introduction, here’s a curious Spell. Magic Formula is an Equip Spell Card that is completely outclassed by others and is infinitely more situational to boot.

This one gives a Monster an additional 700 ATK, while also granting the controller 1000 Life Points when it’s sent to the Graveyard. Yuri's iconic Ace Monster has formed into a rather large Archetype with a plethora of cards that strengthen any “Dark Magician” Deck.

Being one of the oldest cards, “Dark Magician” gets tons of support. It can Special Summon itself from the Hand as well at the low cost of discarding one card.

It has a bonus effect that if a Dark Spell caster Monster battles, “Apprentice Illusion Magician” can send itself to the Graveyard and give that Monster 2000 Attack and Defense during the Damage Calculation of that battle. If one or more is there, it gives a Dark Spell caster Monsters 1000 Attack for the rest of the turn.

And lastly, if there's three or more, all Dark Spell caster Monsters are unaffected by the opponent's card effects. All effects can be used with one activation, allowing “Dark Magic Expanded” to give plenty of protection to its user's board.

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In addition, if “Dark Magician” is Summoned while “Dark Magical Circle” is on the Field, it allows its controller to banish one card the opponent controls. This allows it to add a plethora of cards that can really turn the tide of a duel around.

If its user activates a Spell or Trap card while it's in the Graveyard, its controller can Tribute a Spell caster Monster to add “Magician's Rod” back to the Hand. This allows it to be Normal Summoned again, and continuously repeat the cycle.

“Magician Of Dark Illusion” is an incredibly easy to Summon Monster, and can very quickly snowball Duels in its user's favor. While it can be Normally Summoned, “Magician Of Dark Illusion” can be Special Summoned from the Hand by simply activating a Spell or Trap card during the opponent's turn.

Once on the Field, if a Spell or Trap card is activated (or an effect is used), it can target a “Dark Magician” in the Graveyard and Special Summon it. When combined with “Dark Magical Circle,” this can lead to a ton of Banishing while gaining Monsters to Attack with or use for Extra Deck materials.

When combined with Deck stacking cards like “Dark Magical Circle,” this allows “Dark Magician” Decks to very easily draw into cards they may need, including more disruption for the opponent's turn. Once per turn, “Eternal Soul” can either Special Summon a “Dark Magician” from the Hand or Graveyard, or add a “Dark Magic Attack” or “A Thousand Knives” from the Deck to the Hand.

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In addition, “Eternal Soul” offers protection to every “Dark Magician” on the Field, as it makes them unaffected by the opponent's card effects. If it is on the Field, its controller can send up to two Spells or Traps from the Hand to the Graveyard to draw that many cards.

This can get a free “Dark Magician” onto the Field, or Spell and Trap cards into the Graveyard with powerful effects there. Having worked many odd jobs, including article writing, he is now a list writer for TheGamer.com.

Stratus is yet another OP Monster whose might isn't apparent just from looking at him; he's got 1800 Attack, 300 Defense, and 2 big of' CD player wing things glued to his back. In the right hands, however, Stratus possesses an ungodly amount of utility; he can specifically search for any other HERO Monster in your deck, or he can destroy your opponents' Trap and Spell type cards.

Whether you win or lose in a card game, you probably won't have a sever case of sour grapes if you felt like you had a fair shot at winning; you managed to play all of your cards and implement your strategies, but your opponent simply outplayed in the end. For 1000 Life Points, Confiscation can rob your opponent of a fair game by forcing them to discard a card of your choice.

Unlike a lot of the other cards in this article, Cyber Dragon Infinity looks and sounds as overpowered as it is. This stinking' thing looks like a hidden Super Boss from a Final Fantasy game, or the most powerful form of an anime villain.

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(Source: www.hillscards.co.uk)

It also has the word “infinity” in its name, as in “I've got an infinite number of ways to beat the brakes off your deck.” While that might be an exaggeration, Cyber Dragon Infinity is one of the strongest Duel Monsters to ever enter play.

This bulky douche-bag commits two major offenses; it assaults the senses with its poop-brown color scheme, then it wrecks players' faces by dealing damage equal to the level of a Monster that you'll have to sacrifice. With the proper set up, Dark Strike Fighter could OK players very early on in a match.

The Duel Monsters manga and anime went to great lengths to display how powerful these beings are! As a test of one's devotion, Ra demands that a duelist use their Life points to fuel his power.

Should they succeed, said duelist will gain a Rank 12 Infinite machine that prevents enemies from adding cards to their hands! Entire decks exist for the sole purpose of reaching their win conditions as soon as possible.

If a duelist manages to pay that high cost, however, they'll earn a wrecking ball of a machine! Immunity is what makes Apoqliphort Towers so overpowered; it can resist the effects of most Spell and Trap cards with ease.

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I'm a dyed-in-the-wool geek who's into all sorts of comic books, video games, movies, and TV shows. Currently, I'm pursuing a BA in Film and Electronics at California State University Long Beach.

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