Light End Dragon VS Dark End Dragon

Light versus darkness. In the movies, the good guys (light) always beat the villains (darkness). However, today we are going to see which of one of these two components are superior in Yugioh by comparing to monsters, Light End Dragon or Dark End Dragon.

1. Light End Dragon

Light End Dragon is a synchro monster that’s artwork is almost God-like. It’s statistics, with 2600 attack and 2100 defense points, as well its effect are not to shabby either. You can decrease Light End Dragon’s attack and defense points by 500 to decrease the attack and defense points of a monster it battles by 1500 defense points. That means it can destroy any monster who has 3600 or less attack points by battle!

Artwork: 10/10, Power: 8/10, Playability: 8/10, Deck Adaptation: 7/10, Effect: 6/10, Game Changer: 7/10. Light End Dragon overall score is 7.7/10 – C+.

2. Dark End Dragon

Dark End Dragon is another very good monster card and he’s been a great asset to my Dark Armed Dragon deck. Dark End Dragon has same 2600 attack and 2100 defense points as Light End Dragon. Its effect is somewhat similar as it can destroy one monster on your opponent’s side of the field by decreasing 500 of it attack and defense points.

Artwork: 7/10, Power: 8/10, Playability: 8/10, Deck Adaptation: 8/10 (since more people run dark oriented decks than light ones), Effect: 8/10, Game Changer: 8/10. Dark End Dragon’s overall score is 7.8/10 – C+ which means Dark End Dragon is the victor!

Light versus darkness. In the movies, the good guys (light) always beat the villains (darkness). However, today we are going to see which of one of these two components are superior in Yugioh by comparing to monsters, Light End Dragon or Dark End Dragon.

yu-gi-oh-light-end-dragon1. Light End Dragon

Light End Dragon is a synchro monster that’s artwork is almost God-like. It’s statistics, with 2600 attack and 2100 defense points, as well its effect are not to shabby either. You can decrease Light End Dragon’s attack and defense points by 500 to decrease the attack and defense points of a monster it battles by 1500 defense points. That means it can destroy any monster who has 3600 or less attack points by battle!

Artwork: 10/10, Power: 8/10, Playability: 8/10, Deck Adaptation: 7/10, Effect: 6/10, Game Changer: 7/10.   Light End Dragon overall score is 7.7/10 – C+.

yu-gi-oh-dark-end-dragon2. Dark End Dragon

Dark End Dragon is another very good monster card and he’s been a great asset to my Dark Armed Dragon deck. Dark End Dragon has same 2600 attack and 2100 defense points as Light End Dragon. Its effect is somewhat similar as it can destroy one monster on your opponent’s side of the field by decreasing 500 of it attack and defense points.

Artwork: 7/10, Power: 8/10, Playability: 8/10, Deck Adaptation: 8/10 (since more people run dark oriented decks than light ones), Effect: 8/10, Game Changer: 8/10. Dark End Dragon’s overall score is 7.8/10 – C+ which means Dark End Dragon is the victor!


22 thoughts on “Light End Dragon VS Dark End Dragon”

  1. i think they are good for dragons,twilight or chaos decks. and each individual is good for the decks they were made for one for darkness and one for light i should know i have dark end and its going in my darkness deck.

  2. Cool post! I think they are both powerful. If you can summon them, pt them in your extra deck. Both clear off stuff like Stardust Dragon, Gorz, etc.

  3. I think that ded wins as his effect is a little better than led. although i think that led has the better artwork.

  4. anybody here ever been on yugioh card maker wiki and actually made cards there? i haven’t, i do make cards on pojo though. here is a sample which is pretty interesting. again i didn’t make it, although i would make something like this:

    Embodiment of the Counter-Divine Force – Archangel Lucifer

    DIVINE
    Divine-Beast/Effect
    Level:12
    ATK/DEF:5000/5000

    This monster cannot be Special Summoned. You must Tribute 3 monsters to Normal Summon this card (You cannot Set this card). You can only tribute either DARK Fairy-Type monsters, DARK Warrior-Type monsters, or DARK Spellcaster-Type monsters to Tribute Summon this card. The Normal Summon of this card cannot be negated. When this card is Normal Summoned, the effect of Spells, Traps and Effect Monster other than this card cannot be activated. If you control an “Embodiment of The Divine Force – Archangel Michael”, you cannot summon this card. If you opponent has an “Embodiment of The Divine Force – Archangel Michael” on the field when this card is summoned, destroy all cards on the field except this card and “Embodiment of The Divine Force – Archangel Michael”. Your opponents cannot select another monster other than this card as an attack target. All DARK Fairy-Type, DARK Warrior-Type, and DARK Spellcastor-Type monsters on your side of the field gain 700 ATK and DEF. As long as this card remains face-up on the field, the field is treated to have an active Field Spell Card. If there is an active Field Spell Card on the field, this effect is not applied. Battle Damage to this card’s controller from a battle involving this card and a LIGHT monster becomes 0.

  5. here is a card i made in pojo though, it was my effect version of horakhty. don’t be scared and say its ridiculous O_O

    The Creator God of Light, Horakhty.

    LIGHT
    Spirit/Fusion/Effect
    Level 12
    ATK/DEF oo/oo

    Obelisk the Tormentor + Slifer the Sky Dragon + The Winged Dragon of Ra

    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play the above cards you control. (You do not use “Polymerization”). This card’s attribute is also treated as Divine. This card is also treated as a Divine-Beast type monster. The summon and effect of this card cannot be negated. When this card is Special Summoned, Spells, Traps, and Effect Monster effects cannot be activated and monsters cannot be Normal Summoned, Flip Summoned, Special Summoned, or Set. This card cannot be selected as an attack target and is unaffected by the effects of other Monsters, Spells, and Traps. This card cannot be offered as a tribute. You take no Battle Damage from battles involving this card. Any Effect Damage you would take becomes 0. As long as this card remains on the field, Negate the effects of your opponets Monsters, Spells, and Traps and destroy them. Your opponent cannot Normal Summon, Flip Summon, Special Summon, Set, or activate an Effect Monster’s effect and cannot activate or Set Spells and Traps. Your opponent cannot draw cards or add cards from their Deck to their Hand. Your opponent cannot tribute Monster cards. All of your Spell/Trap card zones are also treated as Monster card zones. If your opponent has 5 or less cards in their Deck, you automatically win the duel. Gain 1000 lifepoints for each card on the Field, and in both players Hands, Graveyards, Decks, and Extra Decks. During your 3rd End Phase after this card’s summon, remove from play all cards in your opponents Deck, Extra Deck, Hand, and Graveyard. Your opponent’s lifepoints become 0.

  6. omg i just really wanted to comment on the degree of FAIL this Nader guy just achieved with his cards…. omg OP much/>???

    nways, DED is wayyyy better, and is a definite must for dark decks, specially dark armed dragon ones and others!

  7. no actually the horakhty card was made by me, Embodiment of the Counter-Divine Force – Archangel Lucifer “card with an evil name”
    wasn’t mine originally, it was made by someone else, but i used it just because it stuck out to me as very unique. I will try to tone down my cards, although i cannot guarantee this….

  8. Here’s THE most broken card ever.

    Zauron’s Floating Eyezer

    Spell Card, Field

    This card is impervious to negation or removal. Once per turn, place 4 superflu counters on every card on the field except this one. Neither player can Normal summon or flip summon monsters. Each time a player does not special summon a monster or destroy a card that turn, place 1 bule blackhole generator counter on this card. When the number of power generator counters equals the number of superflu counters originally placed, destroy all other cards on the field and draw cards equal to the number of superflu counters destroyed. If this effect is activated, place 5 superflu counters on each card in both players’ graveyard. Each turn a player is unable to remove from play a card from the field or graveyard, place 2 bule insanity generator counters on this card. When the number of bule insanity generator counters equals the number of superflu counters on this card, remove from play all cards on the field and graveyard and draw cards equal to the number of cards removed from play. If you draw cards due to both effects, remove from play this card and gain lifepoints equal to the number of cards you drew total x1000 and special summon one monster from your hand, deck, graveyard, extra deck, or removed from play monster, ignoring the summoning conditions.

  9. my recreated effect of Trent is literally immortal to everything. and i think that we should make a post dedicated toward making broken cards.

  10. @Victor, I expected better from you from making a broken card! it ain’t broken enough for me. lol. it should be like 1 page full of card effect text!

  11. Here is the longest effect of a card ever:

    Eternal Maze
    Field Spell

    This card cannot be activated unless the number of cards on both players’ fields are the same. This card’s activation and effects cannot be negated by any means, regardless of where this card’s effect was activated from. This card cannot be destroyed or removed from the field except by its own effect. While this card is on the field, Field Spell Cards cannot be activated or Set. When this card is activated, destroy all other cards on the field, and send the hand of both players to the Graveyard. Card effects cannot be activated against this card’s effects. Both players draw 5 cards, show them to the opposing player, then flip cards from the top of his/her deck until a monster that can be Special Summoned and is not Divine-Beast is flipped, and Special Summon it. Return all the other cards to the appropriate deck. Activate the following effects depending on the Type of the flipped monster:
    Aqua-Increase your Life Points by 2000.
    Beast-If the summoned monster would attack, its damage is inflicted twice.
    Beast-Warrior-If the summoned monster destroys a monster by battle, the destroyed monster’s controller selects and discards 1 card.
    Dinosaur-Increase the summoned monster’s ATK by 1000.
    Dragon-During battle between the summoned monster and a Defense Position monster whose DEF is lower than the ATK of the summoned monster, inflict the difference as Battle Damage to your opponent.
    Fairy-Until “Eternal Maze” is removed from the field, your opponent must reveal all cards in his hand.
    Fiend-Your opponent gains 2000 life points, and you draw 2 cards.
    Fish-Special Summon 1 LV 4 or lower Fish-Type monster from your Graveyard.
    Insect-Special Summon an Insect-Type monster from your deck with the same ATK as the summoned monster.
    Machine-Special Summon 1 Machine-Type monster from your Graveyard that has 500 or less DEF.
    Plant-Until “Eternal Maze” is removed from the field, the monster your opponent summoned cannot attack, be tributed, or be used as a Fusion/Synchro material.
    Psychic-Pay 1000 Life Points. Select 1 Psychic-Type monster in your Graveyard and Special Summon it.
    Pyro-Inflict 1500 damage to your opponent.
    Reptile-Halve the ATK and DEF of the opponent’s monster Special Summoned by the effect of “Eternal Maze”.
    Rock-You can flip both monsters Special Summoned by the effect of this card into face-down Defense Position.
    Sea Serpent-Remove from play 1 Field Spell card in your Graveyard. Your opponent discard 2 cards.
    Spellcaster-Until “Eternal Maze” is removed from the field, each time a Spell card is activated, select 1 Spell/Trap card your opponent controls and destroy it.
    Thunder-The summoned monster can attack directly. If its ATK is higher than 1800, it must halve its ATK during the Damage Step to do so.
    Warrior- Select 1 Monster Card in your opponent’s hand and send it to the Graveyard. If your opponent has no Monster cards in his/her hand, randomly discard 1 card from his/her hand.
    Winged-Beast-Select 1 Spell/Trap Card in your opponent’s hand and send it to the Graveyard. If your opponent has no Spell/Trap cards in his/her hand, randomly discard 1 card from his/her hand.
    Zombie- Discard 1 card. Special Summon 1 Zombie-Type monster from your Graveyard.
    As long as this card remains face-up on the field, each time this card’s controller would take battle damage, place 1 “Maze Counter A” on this card, and each time the player that doesn’t control this card takes battle damage, place 1 “Maze Counter B” on this card. Maze Counter As and Maze Counter Bs cannot be removed from this card. Each time you or your opponent would attack, depending on the Attribute of the attacking monster, activate the following effects:
    LIGHT-Increase the attacking monster’s ATK by 100 for each LIGHT monster in your Graveyard.
    DARK- If the attacking monster destroys the attack target during this turn by battle, select and remove from play up to 3 cards from either player’s Graveyard.
    WIND-Destroy 1 Spell/Trap card on the field except “Eternal Maze”.
    EARTH-Before attacking, shuffle all face-up monsters on the field. Randomly select one of them, and destroy it. Then, return all monsters to their original positions. If the attacking monster or the attack target is destroyed, the attack is automatically negated.
    FIRE-Destroy any monster that battles with the attacking monster, at the end of the Damage Step.
    WATER-If the attacking monster destroys the opponent monster by battle, gain 1000 Life Points.
    Each time a monster on the field is destroyed by battle, the controller of the monster destroyed by battle flips a coin two times. Depending on the results, activate the following effects:
    Two heads-Inflict 800 damage to your opponent.
    Two tails-Take 800 damage.
    First heads, second tails-Inflict 400 damage to both players.
    First tails, second heads-Both players gain 500 Life Points.
    During your 3rd End Phase after activation, destroy this card. When this card is destroyed by its own effect, you roll a die for each Maze Counter A on it, and your opponent rolls a die for each Maze Counter B on it. Depending on each of the results, activate the following effects:
    1-Inflict 1000 damage to your opponent.
    2-Inflict 500 damage to your opponent.
    3-Send the top 5 cards of your opponent’s deck to the Graveyard.
    4-Send the top 5 cards of your deck to the Graveyard.
    5-Destroy 1 card on the field.
    6-Randomly select 1 card in your opponent’s hand and discard it.

  12. LAME! I can make a much more broken card.

    W.I.N.N.E.R
    Normal Spell

    Your opponent cannot conduct the duel. If this card was in your deck at the beginning of the duel, you win the match. Then, you can legally murder your opponent.

    lol, now that i think about it, we need a whole post dedicated to making cards.

  13. The good thing about my crazy long card effect is that it supports all monster types and attributes. making it splashable in every deck.

  14. Nader CANNOT BEAT THIS CARD!!!

    Inconspicuous Infiltration
    Field Spell

    Activate this card by banishing 1 fusion, ritual, synchro, Xyz, and non-effect monster from either side of the field. The activation of this card cannot be negated. This card cannot be destroyed. Each time a player normal summons a monster, place 1 saboteur counter on this card. Each time a player special summons a monster, place 1 takedown counter on this card. Each time a payer activates a card or effect, place 1 EMP counter on this card. During your main phase, you can send this card to the graveyard. If this card leaves the field:
    -You can special summon monsters from either graveyard to your side of the field equal to the number of saboteur counters, ignoring the summoning conditions.
    -You can special summon monsters from either player’s hand, deck, or extra deck equal to the number of takedown counters, ignoring the summoning conditions.
    -You can add cards from either hand or deck to your hand equal to the number of EMP counters.
    You can only activate one of these effects. You can only activate inconspicuous infiltration once per duel.

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