Underrated Yugioh Cards

Goyo Guardian, Dark Bribe, Monster Reborn, these are some of the several cards that duelists consider to be “top-notch.” Then there are cards like Cockroach Knight, Destructive Draw, and Mooyan Curry that make you wonder, “Why were these cards ever made?” However, what I love about Yugioh is that, although there’s a large population of cards everyone has to watch out for and cards people don’t even have to give a second glance, there is also a big population of less popular cards that are actually very helpful. These cards are essential to have in a good deck because they can just come out and bite the opponent; underrated cards.

If something is underrated, it’s not as bad as it is depicted to be. However, being underrated doesn’t necessarily mean you’re top-notch material also, which is commonly seen in sports. In Yugioh though, most underrated cards are actually really powerful. One of the cards I think deserves to be more commonly used and should be acknowledged is Magic Drain, which negates the activation of a spell card and destroys. Magic Drain’s effect can be negated if you’re opponent discards a card, so either, a spell card is going to the grave. That can be huge, especially in this generation of Yugioh, where level-controlling and tuner summoning cards are big.

Another card that isn’t very well known is Cold Wave. Those who have heard of it know its power, but not a lot of people seem to know of it. Cold Wave is a great spell to have especially if you play a beatdown deck. It “freezes” your and your opponent’s spell & trap card zone (can’t set or activate any spells and traps) starting form your Main Phase 1 to your next Main Phase 1. This is big because if your opponent can’t use their biggest defensive asset (traps, sometimes even spells) even for one turn, they are in trouble. It’s an average card to have in regular decks, but if you play a deck with lots of high attack monsters, Cold Wave is generates a lot of offensive opportunities.

There many cards that underrated but can provide great support for a deck. I think it’s incumbent for a good duelist to be able to classify less popular cards as efficient and not let them go to waste.

Goyo Guardian, Dark Bribe, Monster Reborn, these are some of the several cards that duelists consider to be “top-notch.” Then there are cards like Cockroach Knight, Destructive Draw, and Mooyan Curry that make you wonder, “Why were these cards ever made?” However, what I love about Yugioh is that, although there’s a large population of cards everyone has to watch out for and cards people don’t even have to give a second glance, there is also a big population of less popular cards that are actually very helpful. These cards are essential to have in a good deck because they can just come out and bite the opponent; underrated cards.

If something is underrated, it’s not as bad as it is depicted to be. However, being underrated doesn’t necessarily mean you’re top-notch material also, which is commonly seen in sports. In Yugioh though, most underrated cards are actually really powerful. One of the cards I think deserves to be more commonly used and should be acknowledged is Magic Drain, which negates the activation of a spell card and destroys. Magic Drain’s effect can be negated if you’re opponent discards a card, so either, a spell card is going to the grave. That can be huge, especially in this generation of Yugioh, where level-controlling and tuner summoning cards are big.

Another card that isn’t very well known is Cold Wave. Those who have heard of it know its power, but not a lot of people seem to know of it. Cold Wave is a great spell to have especially if you play a beatdown deck. It “freezes” your and your opponent’s spell & trap card zone (can’t set or activate any spells and traps) starting form your Main Phase 1 to your next Main Phase 1. This is big because if your opponent can’t use their biggest defensive asset (traps, sometimes even spells) even for one turn, they are in trouble. It’s an average card to have in regular decks, but if you play a deck with lots of high attack monsters, Cold Wave is generates a lot of offensive opportunities.

There many cards that underrated but can provide great support for a deck. I think it’s incumbent for a good duelist to be able to classify less popular cards as efficient and not let them go to waste.

51 thoughts on “Underrated Yugioh Cards”

  1. I actually bought a few magic drains recently, they are definitely under used and are really good. Cold wave is actually fairly common where I live, and it’s really devastating.

  2. how is cold wave underrated? lots of people used it, and actually preferred it to heavy storm when it was still legal because heavy storm was prone to starlight road, while cold wave wasn’t. there’s a reason it’s limited to 1.

    magic drain, I’ll agree it’s depicted as being bad. I don’t agree that it’s better than it seems. a spell may be going to the graveyard either way, but I’d rather the spell I’m trying to negate go to the graveyard than some other spell my opponent gets to choose. If the spell in my opponent’s hand really was better, I’ll just wait to negate that spell instead. besides, the opponent would probably choose not to negate magic drain anyway if he’d rather have the spell in his hand. basically, letting your opponent choose is not a good thing.

  3. Who considers dark bribe top notch? Magic drain and seven tools are actually better cards than dark bribe because they at least don’t give your opponent hand advantage. Lots of people use coldwave. Infact coldwave could actually get banned next format.

  4. @David

    Magic Drain is still severely overrated, as for Cold Wave, I say it’s arguable because if it was used a lot it would have been already. As for Dark Bribe, even though it gives card advantage, it is one of the few cards that negates the activation AND destroys a Spell/Trap.

  5. @morfowt

    If Cold Wave was used a lot shouldn’t it be banned though? I mean, the reason cards are banned is because they’re good and used too much. I know Magic Drain is not as good as it seems, but it should still be a card that people should know about.

  6. not necessarily. it’d be a lot worse if cold wave was banned. you need cards to prevent spell and trap abuse. it’s kind of a balance of power.

  7. i agree, leave cold wave the way it is. We need some form of ways to prevent some powerful spells and traps, and cold wave is great at doing that. Did you guys know that there is a counterpart of cold wave known as heat wave? heat wave is simliar in rulings to cold wave but heat wave prevents normal and special summons. i actually like cold wave better.

  8. cold wave plus a heat wave would be like a total lockdown. but remember this is two sided. it would be awesome if you have powerful monsters on the field and your foe doesn’t and then activate them both.

  9. not a total lockdown because you can still set monsters and summon non-effect monsters (normal monsters, gemini monsters from the graveyard, non-effect fusion/synchro monsters) while both are in play.

    the only total lockdown is the yata-garasu lockdown, or a lockdown that uses so many cards, it’s not even worth mentioning. the last warrior lockdown is a close second.

  10. here are some new cards lately that got me interested and will be released in extreme victory.

    Machine Imperial God Dragon Asterisk
    DARK Machine/Effect
    Level:10
    ATK/DEF:0/0

    This card cannot be Normal Summoned or Set. If you control 3 or more face-up “Machine Emperor” or “Machine Imperial” monsters, you can Special Summon this card from your hand. When this card is Special Summoned, select any number of other “Machine Emperor” or “Machine Imperial” monsters you control and send them to the Graveyard. This card’s ATK is equal to the combined original ATK of the sent monsters. Each time a player Special Summons a Synchro Monster, inflict 1000 damage to that player.

    Tech Genus Cyber Magician
    LIGHT Spellcaster/Tuner
    Level:1
    ATK/DEF:0/0

    If this card is used as a Synchro Material Monster for the Synchro Summon of a “Tech Genus” Synchro Monster, you can use “Tech Genus” monsters in your hand for the other non-Tuner Synchro Material Monster(s). During the End Phase of the turn this card was destroyed and sent to the Graveyard, you can add 1 “Tech Genus” monster from your Deck to your hand, except “Tech Genus Cyber Magician”.

    Psychic Wizard of Silence
    EARTH Psychic/Effect
    Level:4
    ATK/DEF:1900/0

    When this card is Normal Summoned, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon the monster removed from play by this card’s effect.

    Psychic Witch of Stillness
    EARTH Psychic/Effect
    Level:3
    ATK/DEF:1400/1200

    When this card on the field is destroyed and sent to the Graveyard, you can remove from play 1 Psychic-Type monster with 2000 or less ATK from your Deck. During your next Standby Phase, Special Summon the monster removed from play by this effect.

    Taciturn Psychic Priest
    EARTH Psychic/Effect
    Level:3
    ATK/DEF:0/2100

    When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, by sending 1 card from your hand to the Graveyard, select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, select 1 monster removed from play by this card’s effect, and Special Summon it.

    Tech Genus Recipro Dragonfly
    WIND Insect/Synchro/Effect
    Level:2
    ATK/DEF:300/300

    1 Tuner + 1 non-Tuner monster
    Once per turn, you can send 1 other “Tech Genus” Synchro Monster you control to the Graveyard. Then, if all the Synchro Monster that were used for the Synchro Summon of that monster are in your Graveyard, you can Special Summon them.

    Tech Genus Wonder Magician
    LIGHT Spellcaster/Synchro/Tuner
    Level:5
    ATK/DEF:1900/0

    1 Tuner + 1 or more non-Tuner “Tech Genus” monsters
    When this card is Synchro Summoned, select 1 Spell/Trap Card on the field and destroy it. When this card is destroyed, draw 1 card. During your opponent’s Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster.

    Tech Genus Blade Blaster
    EARTH Machine/Synchro/Effect
    Level:10
    ATK/DEF:3300/2200

    1 Tuner Synchro Monster + 1 or more non-Tuner Synchro Monsters
    When this card is targeted by the effect of an opponent’s activated Spell/Trap Card, you can send 1 card from your hand to the Graveyard to negate the effect. Once during each of your opponent’s turns, you can remove from play 1 “Tech Genus” monster from your Graveyard, to remove this face-up card from play. During the next Standby Phase, Special Summon this card that was removed from play by this effect.

    Tech Genus Halberd Cannon
    EARTH Machine/Synchro/Effect
    Level:12
    ATK/DEF:4000/4000

    1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters
    This card cannot be Special Summoned except by Synchro Summon. Once per turn, you can negate the Summon of a monster, and destroy it. When this card is sent from the field to the Graveyard, you can select 1 “Tech Genus” monster in your Graveyard, and Special Summon it.

    Mental Over Archfiend
    DARK Psychic/Synchro/Effect
    Level:9
    ATK/DEF:3300/3000

    1 Psychic-Type Tuner + 2 or more non-Tuner Psychic-Type monsters
    Once per turn, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon as many monsters that were removed by this card’s effect as possible.

  11. i forgot to add an awesome normal trap.

    Chaos Infinity

    Change all face-up Defense Position monsters to face-up Attack Position. Special Summon from each your Deck and Graveyard 1 “Machine Emperor” or “Machine Imperial Soldier” monster, ignoring the Summoning conditions. The monsters Summoned by this effect have their effects negated and are destroyed during this turn’s End Phase.

  12. Recently, especially with the banning of heavy storm, cold wave has become widely used im told. i suppose thats why it is limited now. i had a copy in an old shoe box of my old cards so i added it to my deck. i’m just getting back into yu-gi-oh after not playing for five years. thanks for the help

  13. i just spotted a very bad card one time and i wanted to share it. this card is pretty old though.

    Destructive Draw
    Continuous Trap

    If either player has no cards in their hand at the start of their Draw Phase, they can draw 1 more card in addition to their normal draw. This card’s controller loses 700 Life Points during their End Phase. (If less than 700, they become 0 instead). When this face-up card is removed from the field, inflict 3000 damage to the player who controlled it.

    omg that is terrible O_O

  14. activate 3 during your opponent’s end phase when you have no cards in your hand. when it comes to your draw phase, you’ll draw 4 cards. play emergency provisions and chain rainbow life. congrats, you now have 3 cards in your hand and gained 12000 life points…

    yeah situational, i know. but it does have some use…

    simpler use: set it and bait your opponent to use a mystical space typhoon or giant trunade. Chain this card and your opponent takes 3000 damage.

  15. i just noticed, you could have had prime material dragon on the field when dd is removed, then you gain 3000 life points. but all in all it isn’t good on its own. I still want to look for the worst and most useless card out there (dont ask why). i always thought that it could have been larvae moth, but i still would do some research. like hieroglyph lithograph is pretty pointless and so as sparks. idk why but people also put 7 as one of the worst cards. i never knew why.

  16. another bad card.

    Gamble
    Normal Trap

    You can only activate this card when your opponent’s hand is 6 or more cards and your hand is 2 or less. Toss a coin and call heads or tails. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn.

    I wonder how happy i would be if i skipped my next turn (sarcasm)…… but anyways this actually works with salvage colosseum and yubel.

  17. I wouldn’t say that’s a bad card. it’s just very risky. if you call it right though, it’s a nice increase in your hand advantage.

  18. @nader and morfowt

    morfowt’s right, it is a “gamble” but if the effect works then it’s not a bad card. In regard to Hieroglyph Lithograph, it’s actually not a bad card. I mean, if you use a deck that is fueled by having cards in your hand, such as Dark World, it’s pretty good.

  19. @yugiohblogger: the reason (at least I) think hieroglyph lithograph is bad is because there’s already infinite cards. why would I pay 1000 life points just to increase my hand size by 1 when I can increase it by an infinite amount for no cost.

  20. i think that gamble could have been better if it didn’t have that limited activation where you must have 2 or less cards and your opponent has 6 or more cards.

    @morfowt yes that makes perfect sense. though i wouldn’t really run infinite cards, because even then there are better cards to run.

    I have been realizing, there are cards out there that let you win the duel like exodia, vennominaga, exodius, final countdown, destiny board, last turn, exchange of the spirit (note: its effect can deck the opponent out). In your opinion, which is the most effficient and fastest way to win the duel with those cards? For me it has to be exchange of the spirit. It is a main component of the exchange ftk by having makyura sent to the graveyard, dump cards into the graveyard and activate it. Not to mention that it is the hardest to counter if you go first, as your opponent must have some counter trap or some trap removal card (which i guarantee will never ever happen). This is only in traditional sadly.

  21. well fastest is last turn since you can make yourself guarantee to not lose if you choose the right monster. however, you said win (and last turn doesn’t always guarantee you a win), so I agree exchange of the spirit. There’s a reason those 2 are banned.

    if just looking at non-banned cards, final countdown. Another impossible card to stop if you go first and have the right deck.

  22. There’s a rumor going around that life stream dragon will be used for the synchro summon of the crimson dragon, or some other powerful monster along those lines.

  23. i can only imagine crimson dragon being made into an actual card. that would be interesting. i also heard that stardust is gonna have a delta accel synchro form like tech genus halberd cannon.

  24. yep. it’s supposed to be called shining star dragon. it’s unknown whether or not it’ll actually come out though. the original source of that rumor didn’t have much evidence backing it up.

  25. @morfowt

    Who rumor made that rumor must be lying. That’s impossible. The 6 Dragons are an embodiment of the Crimson Dragon, so how could it be possible to synchro summon it with only one of the dragons?

  26. what if it isn’t a synchro at all? what if its summoning would be to have all the 6 dragons in the grave or on the field or hand? and when i clicked on shining star dragon on the wiki it got deleted. it must be too early… who’s excited for the release of storm of ragnarok?

  27. it’s unlikely that such an important monster won’t be some kind of synchro since the whole 5d’s series is about synchro summons (just like gx went crazy on fusion summons). and it seems to be the only explanation for life stream dragon’s tuner status other than “konami wanted it to be a tuner”

  28. Here’s the one reason why the ban list is retarded: TIME SEAL is banned. What’s so bad about that? You’re using up a card space in your deck to skip your opponent’s NEXT draw phase. If it were a quick-play spell card, I would be 5% considerate that it should be banned, but banning time seal doesn’t so S***. No one would use it even if it was unlimited.

    Besides, compare compulsory evacuation device to phoenix wing wind blast. For Phoenix wind blast, the difference is that by discarding one card, not only return monster/card to hand but also skip opponent’s draw phase. therefore, time seal should NOT be banned.

  29. time seal could come back, its not like yata which is deadlier. but now what i think is stupid is that plaguespreader zombie is at 1. it is already outclassed by tuners like spore and glow up bulb and there at 3.

  30. @Victor

    I think you’re mistaken on Phoenix Wing Wind Blast’s effect. It can return one card your foe controls, but cannot skip their draw phase. The reason Time Seal (and Tsukuyomi for that matter) are banned is because they make a no draw lock when used with Mask of Darkness. It is weird though, that Mask of Darkness is not banned but the other two are.

  31. If I had control of the ban list, I would take time seal off the forbidden list immediately. It skips the NEXT draw phase, which is rather slow. Also, it costs you a spot in your deck. Therefore, unless its going to get destroyed by something, it doesn’t give an unfair advantage at all. Drawing time seal instead of drawing the next card that you would have drawn if you did not draw time seal is like skipping a draw phase while your opponent cannot draw for his NEXT turn. Tell me how you’re in an advantage? That’s square on proof that time seal should not even be semi-limited.

  32. @yubiohblogger

    about phoenix wing wind blast vs compulsory evacuation device:

    And returning to deck instead of hand at the cost of discarding a card is tantamount to using a card to skip opponent’s draw phase.

  33. what’s really the difference though with yata and time seal? its probably that yata can skip more draw phases.

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