Judgment Of The Pharaoh
Summoning Curse
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When a monster is Special Summoned, the controller of that monster chooses 1 card in their hand and removes it from play. During each of your End Phases, pay 500 Life Points or destroy this card.
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Can Be Found In: Duelist Revolution (DREV-EN061)
One of the main options to completely shutdown today’s decks is to simply stop as many special summons as possible. From setting the field to bringing their best creatures, several decks relies on strong powerhouses for any sort of effects. Cards like “Fossil Dyna Pachycephalo” and “Vanity’s Emptiness” became semi-staples even on builds which also swarms and abuses the Extra Deck, but there’s some other options which although preferable in slower strategies can still manage to disrupt the most commonly used builds.
"Summoning Curse" doesn’t stop special summons but instead punishes. When a monster is special summoned, their owner is forced to banish a card in our hand. Such action not only reduces their hand resources but also since the card is banished also avoids any possible graveyard effects being set up in the process, overall forcing players to not be reckless arround this card. However there’s a catch, as "Summoning Curse" requires a fine of 500 life points on each End Phase of ours for remain on the field. Although this means that the spell can be only effective as soon as possible, that’s actually the whole objective as the later we use it the more threats the opponent will be able to pull out.
This spell card effectiveness varies of the build we’re facing, so overall it might not be devastating in some Duels. While decks like Six Samurai, Karakuri, or Madolche decides to take the risk on special summoning creatures will become handless after a few actions, some other builds like Infernity or overall arround graveyard effects won’t have much difficulties to go arround “Summoning Curse” as they will have few to no hand to spend. Overall it heavily depends of the hand the opponent has when the spell card is activated, pointing out more is better to rely on it on early game.
Although “Summoning Curse” seems to have various problems like effect inconsistency against some decks and only being effective if the opponent actually decides to special summon with the spell active, there’s actually a whole strategy arround it without waiting for the opponent actions. Since “Summoning Curse” will punish the owner of the special summon, that means that ourselves can be responsibles of what monsters are summoned on their field. “Lava Golem” and “Volcanic Queen” not only have become reliable creatures to deal with dangerous foes with their summon, but due they arrive on the opponent’s field will also banish their cards on the hand in the process. Cards like “Nightmare Archfiends”, “Black Garden” and “Ojama Trio” can fill their field with tokens, jamming their field but also disrupting their possible strategies. Finally, “Cactus Fighter” can defeat monsters for replace them with Tokens, not only triggering “Summoning Curse” but also summoning weak creatures ready to be destroyed and once again bring new Tokens.
"Summoning Curse" can be a truly disruptive effect, but has various flaws arround it. The fact the opponent can simply get rid of it before playing their game, decks which doesn’t depend on their hand too much, and only banishing one card against swarming effects like Pendulum Summon or "Soul Charge" makes the spell card not as powerful as it looks. On the other hand, opponents are forced to either retaliate their strategy as long this card is active unless they become reckless and spend their entire hand in the process, and there’s various effects which allow us to summon creatures on their field without having to wait for their next move. "Summoning Curse" is a very powerful effect against today’s standards, but is highly preferable to work arround it before the opponent destroys it or we are unable to pay the maintenance cost.
Personal Rating: B
+ Banishing cards in the hand for each special summon is a powerful effect nowadays
+ Either forces opponents to stall or risk their hand for special summon
+ If we summon monsters on the opponent’s field will also trigger its effect against them
- We can be affected by the spell card if we aren’t careful
- Some decks and effects can easily go arround it
- Only truly effective on early turns
- Maintenance cost

Summoning Curse

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When a monster is Special Summoned, the controller of that monster chooses 1 card in their hand and removes it from play. During each of your End Phases, pay 500 Life Points or destroy this card.

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Can Be Found In: Duelist Revolution (DREV-EN061)

One of the main options to completely shutdown today’s decks is to simply stop as many special summons as possible. From setting the field to bringing their best creatures, several decks relies on strong powerhouses for any sort of effects. Cards like “Fossil Dyna Pachycephalo” and “Vanity’s Emptiness” became semi-staples even on builds which also swarms and abuses the Extra Deck, but there’s some other options which although preferable in slower strategies can still manage to disrupt the most commonly used builds.

"Summoning Curse" doesn’t stop special summons but instead punishes. When a monster is special summoned, their owner is forced to banish a card in our hand. Such action not only reduces their hand resources but also since the card is banished also avoids any possible graveyard effects being set up in the process, overall forcing players to not be reckless arround this card. However there’s a catch, as "Summoning Curse" requires a fine of 500 life points on each End Phase of ours for remain on the field. Although this means that the spell can be only effective as soon as possible, that’s actually the whole objective as the later we use it the more threats the opponent will be able to pull out.

This spell card effectiveness varies of the build we’re facing, so overall it might not be devastating in some Duels. While decks like Six Samurai, Karakuri, or Madolche decides to take the risk on special summoning creatures will become handless after a few actions, some other builds like Infernity or overall arround graveyard effects won’t have much difficulties to go arround “Summoning Curse” as they will have few to no hand to spend. Overall it heavily depends of the hand the opponent has when the spell card is activated, pointing out more is better to rely on it on early game.

Although “Summoning Curse” seems to have various problems like effect inconsistency against some decks and only being effective if the opponent actually decides to special summon with the spell active, there’s actually a whole strategy arround it without waiting for the opponent actions. Since “Summoning Curse” will punish the owner of the special summon, that means that ourselves can be responsibles of what monsters are summoned on their field. “Lava Golem” and “Volcanic Queen” not only have become reliable creatures to deal with dangerous foes with their summon, but due they arrive on the opponent’s field will also banish their cards on the hand in the process. Cards like “Nightmare Archfiends”, “Black Garden” and “Ojama Trio” can fill their field with tokens, jamming their field but also disrupting their possible strategies. Finally, “Cactus Fighter” can defeat monsters for replace them with Tokens, not only triggering “Summoning Curse” but also summoning weak creatures ready to be destroyed and once again bring new Tokens.

"Summoning Curse" can be a truly disruptive effect, but has various flaws arround it. The fact the opponent can simply get rid of it before playing their game, decks which doesn’t depend on their hand too much, and only banishing one card against swarming effects like Pendulum Summon or "Soul Charge" makes the spell card not as powerful as it looks. On the other hand, opponents are forced to either retaliate their strategy as long this card is active unless they become reckless and spend their entire hand in the process, and there’s various effects which allow us to summon creatures on their field without having to wait for their next move. "Summoning Curse" is a very powerful effect against today’s standards, but is highly preferable to work arround it before the opponent destroys it or we are unable to pay the maintenance cost.

Personal Rating: B

+ Banishing cards in the hand for each special summon is a powerful effect nowadays

+ Either forces opponents to stall or risk their hand for special summon

+ If we summon monsters on the opponent’s field will also trigger its effect against them

- We can be affected by the spell card if we aren’t careful

- Some decks and effects can easily go arround it

- Only truly effective on early turns

- Maintenance cost

White Magician Pikeru
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During your Standby Phase, increase your Life Points by 400 points for each monster on your side of the field.
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Can Be Found In: Dark Revelation Volume 2 (DR2-EN145), Structure Deck: Spellcaster’s Judgment (SD6-EN013), Ancient Sanctuary (AST-033)
Healing effects rarely are popular among the comunity. Unless in a build with heavy life point costs like Psychics, there’s really no certain result on piling life points unless playing arround specific monsters like “Ancient Sacred Wyvern” or “The Agent of Judgment - Saturn”. And still, they already require to keep constant protection for recieve as less damage as possible in the process if we want the best from such rewarding effects. Usually the best on getting recovery strategies working smoothly are stall builds, which can ccounter opponent actions and go arround their slow paced goals while a few cards assists in increasing their life points.
"White Magician Pikeru" is one of the most popular monsters for adorableness rather eficiency in the game. For each monster on our field ("Pikeru" included), we will obtain 400 life points during our Standby Phases. Although there’s many methods for obtain a field full of creatures to keep their pressence as well obtain "Pikeru" maximum potential, she has a variety of flaws which along the vague necessity of healing effects makes her only famous by looks rather performance on the field.
Luckily, “Pikeru” stats and Typing provides more than enough support for stay on the field as many times as possible. “Apprentice Magician” can summon her face-down from the deck when defeated in battle, while “Magical Undertaker” can also be brought by this method so his flip effect revives “Pikeru”. While playing spell cards, “Magical Exemplar” will pile Spell Counters to allow us to special summon “Pikeru” form either hand or graveyard. Not leaving the grave subject, “Graceful Revival” increases the list of effects we can use to revive the magician with the option of using it right before the Standby Phase arrives to obtain her effect inmediately.
Compared to her sister “Ebon Magician Curran”, “Pikeru” has it much easier to get as many life points as possible. A mere “Scapegoat” or “Hippo Carnival” will fill our field with Tokens which not only will wall against the opponent and combine with “Creature Swap” but also inmediately get a full healing from the magician. Monsters like “Gravekeeper’s Spy”, “Magical Undertaker”, or “House Duston” are a few examples where can constantly gather monsters on the field by themselves. Obviously in a game where is pretty common to swarm the field means that “Pikeru” can fit in practically in any deck, going from graveyard strategies arround “Rekindling” and “Soul Charge” to fill the field with creatures after activation to whole setup builds like Karakuri or Pendulum Monsters. This also means that despite “Pikeru” weak stats, the pressence of powerful creatures on her side will make the opponent hesitate on getting rid of her.
Despite her low stats and slow effect, the fact she’s Spellcaster provides her a variety of effects to work arround and calmly obtain her effect running. “Magician’s Valkyria” along “Gagagashield” will protect her from battle, which can be used along “Jowgen the Spiritualist” for entirely shutdown special summons and reduce the chances of a threat arriving and ruin our setup. “Secret Village of the Spellcasters” is a nasty field spell which will restrict the use of spell cards unless the user plays Spellcasters, forcing the opponent to either make risky summons or simply be unable to play key cards. If combined with common stall tools like “Gravity Bind” and “Messenger of Peace”, “White Magician Pikeru” can have a completely safe Duel for keep piling life points while we force the opponent in several lockdowns.
Sharing the option with “Ebon Magician Curran”, “Pikeru” can take the risk of going full offensive for get a stronger form thanks to the equip spell “Trial of the Princesses”. Said will reward “Pikeru” or “Curran” once they defeat a Level 5 and above foe so will highly require the help of cards like “Shrink” and “Book of Moon” for get weakened targets. Monsters like “Lava Golem” and “Volcanic Queen” can get rid of far too powerful enemies and Xyz monsters while also becoming a possible objective for “Pikeru” to attack. While this seems a difficult setup overall, “Pikeru” has the powerful support of “Honest”, a monster able to boost the ATK of the magician more than enough for destroy any enemy even during the opponent’s turn. As a result “Pikeru” turns into “Princess Pikeru”, a nomi with the effect of the original magician doubled and therefore obtaining far more life points in the process.
Although “White Magician Pikeru” is not as popular as “Ebon Magician Curran” in stall builds, she’s still as efficient in her department. Several lockdown and swarm effects can work together for pile monsters for not only increase the effect of “Pikeru” but also keep a solid field pressence in the process, practically giving us the chance to fit the magician in any deck able to protect her. This obviously includes Spellcasters themselves, which provides a high variety of tools to keep control of the opponent as well assist both “Curran” and “Pikeru”. Healing effects might not be popular enough to encourage playing arround “Princess Pikeru”, but “White Magician Pikeru” in the right build and even together with “Curran” can turn that slow effect in a big annoyance as more turns passes.
Personal Rating: B-
+ Healing effect for each monster on our field
+ Several strategies for protect her as well setup our field
+ Highly supported in several aspects
- Slow effect to become an actual problem for the opponent
- Requires setups to make her work as long as possible
- Weak stats

White Magician Pikeru

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During your Standby Phase, increase your Life Points by 400 points for each monster on your side of the field.

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Can Be Found In: Dark Revelation Volume 2 (DR2-EN145), Structure Deck: Spellcaster’s Judgment (SD6-EN013), Ancient Sanctuary (AST-033)

Healing effects rarely are popular among the comunity. Unless in a build with heavy life point costs like Psychics, there’s really no certain result on piling life points unless playing arround specific monsters like “Ancient Sacred Wyvern” or “The Agent of Judgment - Saturn”. And still, they already require to keep constant protection for recieve as less damage as possible in the process if we want the best from such rewarding effects. Usually the best on getting recovery strategies working smoothly are stall builds, which can ccounter opponent actions and go arround their slow paced goals while a few cards assists in increasing their life points.

"White Magician Pikeru" is one of the most popular monsters for adorableness rather eficiency in the game. For each monster on our field ("Pikeru" included), we will obtain 400 life points during our Standby Phases. Although there’s many methods for obtain a field full of creatures to keep their pressence as well obtain "Pikeru" maximum potential, she has a variety of flaws which along the vague necessity of healing effects makes her only famous by looks rather performance on the field.

Luckily, “Pikeru” stats and Typing provides more than enough support for stay on the field as many times as possible. “Apprentice Magician” can summon her face-down from the deck when defeated in battle, while “Magical Undertaker” can also be brought by this method so his flip effect revives “Pikeru”. While playing spell cards, “Magical Exemplar” will pile Spell Counters to allow us to special summon “Pikeru” form either hand or graveyard. Not leaving the grave subject, “Graceful Revival” increases the list of effects we can use to revive the magician with the option of using it right before the Standby Phase arrives to obtain her effect inmediately.

Compared to her sister “Ebon Magician Curran”, “Pikeru” has it much easier to get as many life points as possible. A mere “Scapegoat” or “Hippo Carnival” will fill our field with Tokens which not only will wall against the opponent and combine with “Creature Swap” but also inmediately get a full healing from the magician. Monsters like “Gravekeeper’s Spy”, “Magical Undertaker”, or “House Duston” are a few examples where can constantly gather monsters on the field by themselves. Obviously in a game where is pretty common to swarm the field means that “Pikeru” can fit in practically in any deck, going from graveyard strategies arround “Rekindling” and “Soul Charge” to fill the field with creatures after activation to whole setup builds like Karakuri or Pendulum Monsters. This also means that despite “Pikeru” weak stats, the pressence of powerful creatures on her side will make the opponent hesitate on getting rid of her.

Despite her low stats and slow effect, the fact she’s Spellcaster provides her a variety of effects to work arround and calmly obtain her effect running. “Magician’s Valkyria” along “Gagagashield” will protect her from battle, which can be used along “Jowgen the Spiritualist” for entirely shutdown special summons and reduce the chances of a threat arriving and ruin our setup. “Secret Village of the Spellcasters” is a nasty field spell which will restrict the use of spell cards unless the user plays Spellcasters, forcing the opponent to either make risky summons or simply be unable to play key cards. If combined with common stall tools like “Gravity Bind” and “Messenger of Peace”, “White Magician Pikeru” can have a completely safe Duel for keep piling life points while we force the opponent in several lockdowns.

Sharing the option with “Ebon Magician Curran”, “Pikeru” can take the risk of going full offensive for get a stronger form thanks to the equip spell “Trial of the Princesses”. Said will reward “Pikeru” or “Curran” once they defeat a Level 5 and above foe so will highly require the help of cards like “Shrink” and “Book of Moon” for get weakened targets. Monsters like “Lava Golem” and “Volcanic Queen” can get rid of far too powerful enemies and Xyz monsters while also becoming a possible objective for “Pikeru” to attack. While this seems a difficult setup overall, “Pikeru” has the powerful support of “Honest”, a monster able to boost the ATK of the magician more than enough for destroy any enemy even during the opponent’s turn. As a result “Pikeru” turns into “Princess Pikeru”, a nomi with the effect of the original magician doubled and therefore obtaining far more life points in the process.

Although “White Magician Pikeru” is not as popular as “Ebon Magician Curran” in stall builds, she’s still as efficient in her department. Several lockdown and swarm effects can work together for pile monsters for not only increase the effect of “Pikeru” but also keep a solid field pressence in the process, practically giving us the chance to fit the magician in any deck able to protect her. This obviously includes Spellcasters themselves, which provides a high variety of tools to keep control of the opponent as well assist both “Curran” and “Pikeru”. Healing effects might not be popular enough to encourage playing arround “Princess Pikeru”, but “White Magician Pikeru” in the right build and even together with “Curran” can turn that slow effect in a big annoyance as more turns passes.

Personal Rating: B-

+ Healing effect for each monster on our field

+ Several strategies for protect her as well setup our field

+ Highly supported in several aspects

- Slow effect to become an actual problem for the opponent

- Requires setups to make her work as long as possible

- Weak stats

Destiny Draw
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Discard 1 “Destiny HERO” card; draw 2 cards.
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Can Be Found In: Duelist Pack: Aster Phoenix (DP05-EN020), Gold Series 3 (GLD3-EN044), Legendary Collection 2 Mega-Pack (LCGX-EN145), Ra Yellow Mega-Pack (RYMP-EN037), Dark Legends (DLG1-EN109), Duel Terminal 3 (DT03-EN095)
Drawing effects always had a problem to stay balanced in the game. In a game where there’s barely restrictions for play cards, is very easy to exploit a drawing effect for obtain as many cards as possible in a single turn to rushdown the opponent with all the resources obtained. While the wisest move is to keep important cards on our hand for the right moment and stay with a big hand at all moment, some decks can either throw all sorts of effects and setups in a single turn for then reload a new hand easily. From some combo setups to just sinergy with other cards, drawing power can become more powerful than already is.
"Destiny Draw" is an archetype card which inaugurated the ‘Throw one, get two" effect several drawing effects have nowadays, overall just replacing the sent cards (Including the spell itself) instead of getting a bigger hand in the process. The card requires to discard a Destiny HERO for draw two cards, which although this HERO group isn’t as well supported than others this single spell made them become a big menace back at the time. And still is since several staple members carry graveyard effects, not only obtaining new cards in the process but also getting setups ready to use at the same time.
Pretty much any Destiny HERO card can be used as cost no matter the importance of their role on the build, but some will be become even more efficient afterwards. “Destiny HERO - Malicious” is a member highly preferable to remain in the graveyard, as will be able to summon a second copy for use as material. Similarly, “Destiny HERO - Dasher” can give us a special summon of a monster we just draw in our Draw Phase, able to even summon high level creatures in the process. Not with grave effects but yet valuable for drawing effects are “Destiny HERO - Dogma”, “Destiny HERO - Plasma”, and “Destiny HERO - Dreadmaster”, as they can be used not only for “Destiny Draw” but also “Trade-In”. Due the HERO archetype is arround DARK creatures, “Allure of Darkness” can join forces for add even further draw power to the build.
Aside of the many Destiny HERO we can dump to get “Destiny Draw” to work as well graveyard effects, there’s some other cards which can improve the build even further. “Over Destiny” can summon members from the deck by using our high level monsters dumped in the grave, making the spell perfect for Xyz setups. Obviously as we send monsters to the graveyard some cards outside the archetype can get benefits from it, going from meeting the conditions to summon “Dark Armed Dragon” to “Soul Charge” swarming the field with all our members. As alternative, “Elemental HERO - Ocean” can retrieve Destiny HEROs from the grave for other purpose or simply other “Destiny Draw” copies. Last but not least, a lucky “Destiny HERO - Diamond Dude” can completely skip the cost of the spell card if he’s able to dump it directly from the deck, allowing us to increase our hand rather just replace cards.
"Destiny Draw" is probably the main reason most players goes with a pure Destiny HERO build. Monsters like "Destiny HERO - Dasher" and "Destiny HERO - Diamond Dude" can easily fit various decks for their main purposes but also become a cost of the spell card if needed. Similar to other cards like "Trade-In" and "Solar Recharge", this card also allow us to setup the graveyard for any strategy we go with to the point we might be able to mix creatures from different decks  just for improve drawing power and graveyard exploits. "Destiny Draw" tried to bring a balanced drawing effect to the game. And despite many cards have come out mimicking the spell or even become more restricted, such spells actually obtain not only the power to get new cards but also setup the graveyard for several options to choose from.
Personal Rating: A+
+ All-round Drawing effect
+ Sinergy with some Destiny HERO effects
+ Can setup the graveyard in the process
+ Easy to combo with similar drawing effects
- Very low chance to be a dead draw in some circumstances

Destiny Draw

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Discard 1 “Destiny HERO” card; draw 2 cards.

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Can Be Found In: Duelist Pack: Aster Phoenix (DP05-EN020), Gold Series 3 (GLD3-EN044), Legendary Collection 2 Mega-Pack (LCGX-EN145), Ra Yellow Mega-Pack (RYMP-EN037), Dark Legends (DLG1-EN109), Duel Terminal 3 (DT03-EN095)

Drawing effects always had a problem to stay balanced in the game. In a game where there’s barely restrictions for play cards, is very easy to exploit a drawing effect for obtain as many cards as possible in a single turn to rushdown the opponent with all the resources obtained. While the wisest move is to keep important cards on our hand for the right moment and stay with a big hand at all moment, some decks can either throw all sorts of effects and setups in a single turn for then reload a new hand easily. From some combo setups to just sinergy with other cards, drawing power can become more powerful than already is.

"Destiny Draw" is an archetype card which inaugurated the ‘Throw one, get two" effect several drawing effects have nowadays, overall just replacing the sent cards (Including the spell itself) instead of getting a bigger hand in the process. The card requires to discard a Destiny HERO for draw two cards, which although this HERO group isn’t as well supported than others this single spell made them become a big menace back at the time. And still is since several staple members carry graveyard effects, not only obtaining new cards in the process but also getting setups ready to use at the same time.

Pretty much any Destiny HERO card can be used as cost no matter the importance of their role on the build, but some will be become even more efficient afterwards. “Destiny HERO - Malicious” is a member highly preferable to remain in the graveyard, as will be able to summon a second copy for use as material. Similarly, “Destiny HERO - Dasher” can give us a special summon of a monster we just draw in our Draw Phase, able to even summon high level creatures in the process. Not with grave effects but yet valuable for drawing effects are “Destiny HERO - Dogma”, “Destiny HERO - Plasma”, and “Destiny HERO - Dreadmaster”, as they can be used not only for “Destiny Draw” but also “Trade-In”. Due the HERO archetype is arround DARK creatures, “Allure of Darkness” can join forces for add even further draw power to the build.

Aside of the many Destiny HERO we can dump to get “Destiny Draw” to work as well graveyard effects, there’s some other cards which can improve the build even further. “Over Destiny” can summon members from the deck by using our high level monsters dumped in the grave, making the spell perfect for Xyz setups. Obviously as we send monsters to the graveyard some cards outside the archetype can get benefits from it, going from meeting the conditions to summon “Dark Armed Dragon” to “Soul Charge” swarming the field with all our members. As alternative, “Elemental HERO - Ocean” can retrieve Destiny HEROs from the grave for other purpose or simply other “Destiny Draw” copies. Last but not least, a lucky “Destiny HERO - Diamond Dude” can completely skip the cost of the spell card if he’s able to dump it directly from the deck, allowing us to increase our hand rather just replace cards.

"Destiny Draw" is probably the main reason most players goes with a pure Destiny HERO build. Monsters like "Destiny HERO - Dasher" and "Destiny HERO - Diamond Dude" can easily fit various decks for their main purposes but also become a cost of the spell card if needed. Similar to other cards like "Trade-In" and "Solar Recharge", this card also allow us to setup the graveyard for any strategy we go with to the point we might be able to mix creatures from different decks  just for improve drawing power and graveyard exploits. "Destiny Draw" tried to bring a balanced drawing effect to the game. And despite many cards have come out mimicking the spell or even become more restricted, such spells actually obtain not only the power to get new cards but also setup the graveyard for several options to choose from.

Personal Rating: A+

+ All-round Drawing effect

+ Sinergy with some Destiny HERO effects

+ Can setup the graveyard in the process

+ Easy to combo with similar drawing effects

- Very low chance to be a dead draw in some circumstances

Vampire Vamp
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Once per turn, when this card or a “Vampire” monster is Normal Summoned to your side of the field: You can target 1 face-up monster your opponent controls, whose ATK is higher than this card’s; equip it to this card. This card gains ATK equal to the combined original ATK of the monsters equipped to it by this effect. When this card is sent to the Graveyard, while equipped with a card by this effect: Special Summon this card from the Graveyard.
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Can Be Found In: Primal Origin (PRIO-EN085)
Vampires are one of the oldest monsters in the game, yet they didn’t reach an archetype status until very recently. Most of these monsters won’t shine with their ATK, but instead their abilities to revive against certain threats while also milling specific cards from the opponent’s deck. They might not be as fast as other builds, but they compensate with control of the opponent cards by either getting rid of them beforehand or keep the field full of Vampires thanks to their resources as well the ones provided by the Zombie-type.
In an archetype completely focused arround Level 5-6 monsters, is quite unusual to see the Level 7 “Vampire Vamp”. Despite being harder to summon by default methods for a 2000 ATK/DEF creature, “Vamp” can actually become one of the most dangerous members in the build. When a Vampire is normal summoned (Herself included) this monster will target and equip a stronger monster on the opponent’s field, taking away their ATK for increase her stats. If “Vampire Vamp” goes to the graveyard while carrying a monster, she will inmediately return to the field ready to keep stealing creatures once we have the chance. Due her low stats, “Vampire Vamp” will constantly arrive to the field at any moment ready to equip practically any key monster of our opponents as we setup other members on the field.
In an archetype mainly focused on normal and tribute summons it might look that “Vampire Vamp” is more of a hassle to work with. However, combining both Vampire and Zombie effects we will simply focus on special summoning her while the rest of creatures triggers her effect. A mere “Pyramid Turtle” can bring her from the deck once is destroyed in battle, becoming a basic setup on early turns. “Vampire Sorcerer” alone can completely work arround “Vamp”, not only searching for her when sent to the graveyard but also skipping using tributes for her normal summon, allowing us to summon her and obtain her stealing effect in the process. The normal summon of “Shadow Vampire” can bring “Vamp” from either deck or hand, while “Vampire Duke” revives her from the grave although in defense position. Combined with Zombies there’s a high variety of effects to revive “Vampire Vamp” to follow with a normal summon, going for “Vampire Takeover” and “Book of Life” to “Mezuki” being banished from the grave on late game. This also means that we can simply dump “Vamp” far before becomes a dead draw to be in the graveyard when needed, going from “Vampire Kingdom” activating its effects to a mere “Dark Grepher” sending various Vampires ready to be summoned later.
The stronger the opponent’s field is, the more menacing “Vampire Vamp” can be. In a game where power is everything, we can easily bring “Vamp” whan staple creatures such as “Number 101: Silent Honor ARK” or “Hot Red Dragon Archfiend” have done their job, therefore turning this Vampire a great comeback creature. Not only we will take away a monster for power up this Vampire, but combined with “The Monarchs Stormforth” we can use other targets as tributes for our other Vampires and end with “Vamp” effect stealing a monster. We can go even further and add “Rising Energy” to the build, not only boosting our 2000 ATK members if needed but also making weaker creatures than “Vamp” valid targets if they are being a problem.
One thing to keep on mind is that “Vampire Vamp” revival effect triggers regardless of how she’s sent to the graveyard from the field, making her even more menacing than it looks. While her buffed stats after stealing a monster(s) makes her undefeatable in battle, this will force the opponent to using effects from a mere “Dark Hole” to destroy her to more tricky effects like “The Monarchs Stormforth” or “Super Polymerization” using her as a summon cost. Obviously for get such reliable effect we have to keep taking stronger foes for “Vamp”, so either get ready for an opponent able to answer her inmediate return or to have revival effects to summon her once we have the opportunity.
"Vampire Vamp" is usually underrated due her high level, completely unstable in an already slow archetype which focuses on Level 5 creatures and Rank 5 setups while disrupting the opponent’s deck. However, in a build where they rely on "Vampire Kingdom" for get out of their shared and pity 2000 ATK, "Vampire Vamp" is actually one of the most menacing boss monsters they can depend on. In a card game where practically any deck can easily outmatch Vampires in stats, "Vamp" arrival along a mere "Vampire Lady" or "Vampire Sorcerer" being normal summoned can completely turn arround the situation by not only clearing the path but also turning into a 4100 and above tyrant with revival effect against any effect able to sent her to the graveyard. She might not work arround the Xyz setups of "Shadow Vampire" and "Vampire Duke", but the many options to bring her to the field including "Vampire Sorcerer" as her best ally she’s actually more efficient than it seems.
Personal Rating: A-
+ Steals stronger monsters for boost her stats
+ Self-revival as long is sent to the grave from the field
+ Several ways to be summoned with “Vampire Sorcerer” normal summoning her for inmediate use her effect
- Very high level to work arround the Rank 5 and Tribute setups of the build 
- Completely relies on other cards to work

Vampire Vamp

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Once per turn, when this card or a “Vampire” monster is Normal Summoned to your side of the field: You can target 1 face-up monster your opponent controls, whose ATK is higher than this card’s; equip it to this card. This card gains ATK equal to the combined original ATK of the monsters equipped to it by this effect. When this card is sent to the Graveyard, while equipped with a card by this effect: Special Summon this card from the Graveyard.

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Can Be Found In: Primal Origin (PRIO-EN085)

Vampires are one of the oldest monsters in the game, yet they didn’t reach an archetype status until very recently. Most of these monsters won’t shine with their ATK, but instead their abilities to revive against certain threats while also milling specific cards from the opponent’s deck. They might not be as fast as other builds, but they compensate with control of the opponent cards by either getting rid of them beforehand or keep the field full of Vampires thanks to their resources as well the ones provided by the Zombie-type.

In an archetype completely focused arround Level 5-6 monsters, is quite unusual to see the Level 7 “Vampire Vamp”. Despite being harder to summon by default methods for a 2000 ATK/DEF creature, “Vamp” can actually become one of the most dangerous members in the build. When a Vampire is normal summoned (Herself included) this monster will target and equip a stronger monster on the opponent’s field, taking away their ATK for increase her stats. If “Vampire Vamp” goes to the graveyard while carrying a monster, she will inmediately return to the field ready to keep stealing creatures once we have the chance. Due her low stats, “Vampire Vamp” will constantly arrive to the field at any moment ready to equip practically any key monster of our opponents as we setup other members on the field.

In an archetype mainly focused on normal and tribute summons it might look that “Vampire Vamp” is more of a hassle to work with. However, combining both Vampire and Zombie effects we will simply focus on special summoning her while the rest of creatures triggers her effect. A mere “Pyramid Turtle” can bring her from the deck once is destroyed in battle, becoming a basic setup on early turns. “Vampire Sorcerer” alone can completely work arround “Vamp”, not only searching for her when sent to the graveyard but also skipping using tributes for her normal summon, allowing us to summon her and obtain her stealing effect in the process. The normal summon of “Shadow Vampire” can bring “Vamp” from either deck or hand, while “Vampire Duke” revives her from the grave although in defense position. Combined with Zombies there’s a high variety of effects to revive “Vampire Vamp” to follow with a normal summon, going for “Vampire Takeover” and “Book of Life” to “Mezuki” being banished from the grave on late game. This also means that we can simply dump “Vamp” far before becomes a dead draw to be in the graveyard when needed, going from “Vampire Kingdom” activating its effects to a mere “Dark Grepher” sending various Vampires ready to be summoned later.

The stronger the opponent’s field is, the more menacing “Vampire Vamp” can be. In a game where power is everything, we can easily bring “Vamp” whan staple creatures such as “Number 101: Silent Honor ARK” or “Hot Red Dragon Archfiend” have done their job, therefore turning this Vampire a great comeback creature. Not only we will take away a monster for power up this Vampire, but combined with “The Monarchs Stormforth” we can use other targets as tributes for our other Vampires and end with “Vamp” effect stealing a monster. We can go even further and add “Rising Energy” to the build, not only boosting our 2000 ATK members if needed but also making weaker creatures than “Vamp” valid targets if they are being a problem.

One thing to keep on mind is that “Vampire Vamp” revival effect triggers regardless of how she’s sent to the graveyard from the field, making her even more menacing than it looks. While her buffed stats after stealing a monster(s) makes her undefeatable in battle, this will force the opponent to using effects from a mere “Dark Hole” to destroy her to more tricky effects like “The Monarchs Stormforth” or “Super Polymerization” using her as a summon cost. Obviously for get such reliable effect we have to keep taking stronger foes for “Vamp”, so either get ready for an opponent able to answer her inmediate return or to have revival effects to summon her once we have the opportunity.

"Vampire Vamp" is usually underrated due her high level, completely unstable in an already slow archetype which focuses on Level 5 creatures and Rank 5 setups while disrupting the opponent’s deck. However, in a build where they rely on "Vampire Kingdom" for get out of their shared and pity 2000 ATK, "Vampire Vamp" is actually one of the most menacing boss monsters they can depend on. In a card game where practically any deck can easily outmatch Vampires in stats, "Vamp" arrival along a mere "Vampire Lady" or "Vampire Sorcerer" being normal summoned can completely turn arround the situation by not only clearing the path but also turning into a 4100 and above tyrant with revival effect against any effect able to sent her to the graveyard. She might not work arround the Xyz setups of "Shadow Vampire" and "Vampire Duke", but the many options to bring her to the field including "Vampire Sorcerer" as her best ally she’s actually more efficient than it seems.

Personal Rating: A-

+ Steals stronger monsters for boost her stats

+ Self-revival as long is sent to the grave from the field

+ Several ways to be summoned with “Vampire Sorcerer” normal summoning her for inmediate use her effect

- Very high level to work arround the Rank 5 and Tribute setups of the build 

- Completely relies on other cards to work

Reasoning
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Your opponent declares a monster Level. Excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. If that monster is the same Level as the one declared by your opponent, send all excavated cards to the Graveyard. If not, Special Summon the excavated monster, also send the remaining cards to the Graveyard.
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Can Be Found In: Dark Revelation Volume 1 (DR1-EN029), Dragons Collide Structure Deck (SDDC-EN031), Battle Pack 2: War of the Giants (BP02-EN139), Astral Pack Four (AP04-EN023), Star Pack 2014 (SP14-EN041), Pharaonic Guardian (PGD-081)
There’s some builds in the game where a single card and its copies are the entire core of a strategy solely arround them. While in extreme cases said cards often end affected in the banlist, such decks might have their resources limited or even completely rely on a limited key card for completely dominate a Duel. But as more cards come out they can compensate weaknesses and flaws of their plan with alternative and additional goals. Although such builds are not so frequent nowadays, are still a powerful tactic where they exploit the effect and results of a single card.
"Reasoning" might look at first as a unreliable effect which completely relies on luck to summon a monster, but with the right tools it can become more dangerous than it looks. Once activated the opponent chooses a Level, for then excavate cards until a non-nomi monster comes out. If we reveal a monster and has the level chosen by the opponent will be sent to the graveyard, but if is different instead will be summoned to our field. Regardless if we succesfuly bring a monster to the battlefield or not, the remaining cards shown in the process will be sent to the graveyard, so the longer it takes to show a summoneable monster the most cards we’ll mill as a result. "Reasoning" seems extremely riskful for not only rely on the opponent for decide but also gamble our whole deck for a single random monster, but there has been various strategies arround such milling potential regardless we obtain or not a creature in the process.
First of all, the fact the opponent chooses the monster Level doesn’t make it easier to counter the special summon of “Reasoning”. With up to 12 levels to choose from, a deck with monsters of atleast two different levels not only we will have a 50% chance to summon one of them  but also keep on mind the fact the opponent doesn’t have full knowledge or our whole deck. This means that for example a build arround Level 4 creatures not only the opponent must know most of our strategy is arround them to declare such level, but also know that we might have other creatures like the Level 1 “Effect Veiler” or the Level 10 “Tragoedia” among thousands of other examples. The only exception to these rules are Spirit monsters, which “Reasoning” can treat as summonable despite their restrictions and therefore end with the shown monster going to the graveyard with the rest of cards regardless of levels. It still relies on luck in summoning a random creature, but the fact the opponent might not know each and every single monster available for “Reasoning” give us a big advantage.
But what made “Reasoning” recognizable among players is not its ability to special summon a monster from the deck, but actually its milling effect after excavating cards, making entire strategies and even OTK builds depending of our goal. “Uria, Lord of Searing Flames” is a nomi, but can get the spell card to summon (or not) another monster while dumping a big quantity of continuous Trap Cards and insanely boost its ATK. Similarly, “Macro Cosmos” can banish the excavated cards all at once so “Gren Maju Da Eiza” becomes a lethal threat as a result. “Magical Explosion” and “Blasting the Ruins” among other burn effects instead can finish the opponent after “Reasoning” mills our deck full of spell cards. Taking advantage that “Reasoning” will dump excavated nomi monsters, “Rainbow Dark Dragon” can be summoned as well banish enough DARK creatures to get enough ATK for OTK the opponent. Finally, “Reversal Quiz” decks can depend on the spell for send “Black Pendant” and “Fuhma Shuriken” for defeat the opponent after swapping life points. Keep on mind that these strategies arround “Reasoning” also works with “Monster Gate”, a very similar effect and therefore giving more chances to make these builds work.
"Reasoning" might look at first as a gambling effect for obtain either a powerful monster or a material ready to use, but is actually its drawbacks what makes it a threat. Several decks have been born arround it and "Monster Gate" to the point both spell cards were added to the banlist, and nowadays this card remains Semi-limited for lower the chances of these builds get an easy OTK. It still relies on luck for make use of its excavate effect to dump as many cards as possible, but in the right build can go from finishing the opponent to getting "Uria, Lord of Searing Flames" into a terrifying boss monster.
Personal Rating: A-
+ Able to summon a random monster
+ The opponent choosing the level doesn’t make it easier to deny the summon
+ Various OTK strategies arround the cards sent to the graveyard and “Monster Gate”
- The whole effect completely relies on luck regardless of what use we give it

Reasoning

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Your opponent declares a monster Level. Excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. If that monster is the same Level as the one declared by your opponent, send all excavated cards to the Graveyard. If not, Special Summon the excavated monster, also send the remaining cards to the Graveyard.

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Can Be Found In: Dark Revelation Volume 1 (DR1-EN029), Dragons Collide Structure Deck (SDDC-EN031), Battle Pack 2: War of the Giants (BP02-EN139), Astral Pack Four (AP04-EN023), Star Pack 2014 (SP14-EN041), Pharaonic Guardian (PGD-081)

There’s some builds in the game where a single card and its copies are the entire core of a strategy solely arround them. While in extreme cases said cards often end affected in the banlist, such decks might have their resources limited or even completely rely on a limited key card for completely dominate a Duel. But as more cards come out they can compensate weaknesses and flaws of their plan with alternative and additional goals. Although such builds are not so frequent nowadays, are still a powerful tactic where they exploit the effect and results of a single card.

"Reasoning" might look at first as a unreliable effect which completely relies on luck to summon a monster, but with the right tools it can become more dangerous than it looks. Once activated the opponent chooses a Level, for then excavate cards until a non-nomi monster comes out. If we reveal a monster and has the level chosen by the opponent will be sent to the graveyard, but if is different instead will be summoned to our field. Regardless if we succesfuly bring a monster to the battlefield or not, the remaining cards shown in the process will be sent to the graveyard, so the longer it takes to show a summoneable monster the most cards we’ll mill as a result. "Reasoning" seems extremely riskful for not only rely on the opponent for decide but also gamble our whole deck for a single random monster, but there has been various strategies arround such milling potential regardless we obtain or not a creature in the process.

First of all, the fact the opponent chooses the monster Level doesn’t make it easier to counter the special summon of “Reasoning”. With up to 12 levels to choose from, a deck with monsters of atleast two different levels not only we will have a 50% chance to summon one of them  but also keep on mind the fact the opponent doesn’t have full knowledge or our whole deck. This means that for example a build arround Level 4 creatures not only the opponent must know most of our strategy is arround them to declare such level, but also know that we might have other creatures like the Level 1 “Effect Veiler” or the Level 10 “Tragoedia” among thousands of other examples. The only exception to these rules are Spirit monsters, which “Reasoning” can treat as summonable despite their restrictions and therefore end with the shown monster going to the graveyard with the rest of cards regardless of levels. It still relies on luck in summoning a random creature, but the fact the opponent might not know each and every single monster available for “Reasoning” give us a big advantage.

But what made “Reasoning” recognizable among players is not its ability to special summon a monster from the deck, but actually its milling effect after excavating cards, making entire strategies and even OTK builds depending of our goal. “Uria, Lord of Searing Flames” is a nomi, but can get the spell card to summon (or not) another monster while dumping a big quantity of continuous Trap Cards and insanely boost its ATK. Similarly, “Macro Cosmos” can banish the excavated cards all at once so “Gren Maju Da Eiza” becomes a lethal threat as a result. “Magical Explosion” and “Blasting the Ruins” among other burn effects instead can finish the opponent after “Reasoning” mills our deck full of spell cards. Taking advantage that “Reasoning” will dump excavated nomi monsters, “Rainbow Dark Dragon” can be summoned as well banish enough DARK creatures to get enough ATK for OTK the opponent. Finally, “Reversal Quiz” decks can depend on the spell for send “Black Pendant” and “Fuhma Shuriken” for defeat the opponent after swapping life points. Keep on mind that these strategies arround “Reasoning” also works with “Monster Gate”, a very similar effect and therefore giving more chances to make these builds work.

"Reasoning" might look at first as a gambling effect for obtain either a powerful monster or a material ready to use, but is actually its drawbacks what makes it a threat. Several decks have been born arround it and "Monster Gate" to the point both spell cards were added to the banlist, and nowadays this card remains Semi-limited for lower the chances of these builds get an easy OTK. It still relies on luck for make use of its excavate effect to dump as many cards as possible, but in the right build can go from finishing the opponent to getting "Uria, Lord of Searing Flames" into a terrifying boss monster.

Personal Rating: A-

+ Able to summon a random monster

+ The opponent choosing the level doesn’t make it easier to deny the summon

+ Various OTK strategies arround the cards sent to the graveyard and “Monster Gate”

- The whole effect completely relies on luck regardless of what use we give it

Black Luster Soldier
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You can Ritual Summon this card with “Black Luster Ritual”.
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Can Be Found In: Starter Deck: Yugi Evolution (SYE-024), Duelist Pack: Yugi (DPYG-EN017), Legendary Collection 3 Mega-Pack (LCYW-EN046), Mattel Action Figure Promos: Series 3 (MF03-EN009), Duel Terminal 7 (DT07-EN030)
Compared to the following series, the majority of creatures showing in the original anime and manga will barely have a spot in builds consistently. HERO, Junk and Synchron, and the recent Performapal have various builds to fit in which includes their own archetype resources. However, the monsters used by Yugi in the main series barely have a pressence in the game since their debut besides of the iconic “Dark Magician”. Some might work in certain builds, but overall will lose once compared to other options. In the end, said creatures are mostly recognized for their role on the series rather usage in an actual Duel.
"Black Luster Soldier" despite being one of the strongest creatures used by Yugi, barely got a solid place in builds compared to others. While his counterpart "Black Luster Soldier - Envoy of the Beginning" became a powerful threat in the game to the point of being banned for several years, "Black Luster Soldier" got quickly overshadowed by Ritual strategies focusing on their key monsters’ effects to win rather on high stats. "BLS" is undoubtely strong just for having such ATK, but the fact is a Ritual loses to many other alternatives to bet tributes and setups on for get the job done. However, "Black Luster Soldier" is often part of an obscure build arround one of the strongest Fusions in the entire game, becoming more a material role rather being used properly.
Like any other Ritual, “Black Luster Soldier” requires setup. The warrior has the luck of having two basic ritual summon options in the form of his spell “Black Luster Ritual” and “Earth Chant”, so we can use tributes like Djiin Rituals for recycle them as well obtain additional effects. Obviously, “Advance Ritual Art” instead can use materials from the deck for skip wasting resources on our field or hand. We’ll rely on cards like “Manju of the Ten Thousand Hands” an “Herald of Rainbow Light” to gather both the Ritual monster and the needed spell, but we can also use “Fusion Reserve” for either search “Black Luster Soldier” to be Ritual summoned or used for a Fusion summon.
"Black Luster Soldier" like any vanilla Ritual doesn’t have much to offer once on the field. He’ll mostly become a threat on the field if summoned by Djinn Rituals, obtaining protective effects of "Djinn Disserere of Rituals" and "Djinn Demolisher of Rituals" as well shutting down special summons by "Djinn Releaser of Rituals". Since the Ritual has no effects to rely on, we can easily work arround cards like "Skill Drain" to limit further opponent options as he domains with his high ATK. For make it even harder for the opponent to go through the chaos soldier, "Ritual Cage" can provide even more protection to make it an effectless menace. Overall, "Black Luster Soldier" will compensate his lack of abilities with support from other cards combined with his 3000 ATK to defeat most enemies.
As mentioned several times, the second role of “Black Luster Soldier” in the game is of fusion material, and is probably the most popular option nowadays arround this Ritual. Instead of focusing on Ritual setups the build tries to summon the powerful “Dragon Master Knight”, which is easily done by using materials replacing “Blue-Eyes Ultimate Dragon” as well as cards like “Fusion Reserve” and “Dragon’s Mirror” providing several opportunities to summon this Dragon. Said “Dragon’s Mirror” can easily be mixed in a traditional build, going either for the Ritual summon or using cards like “Trade-In” or the defeat of “BLS” as chances to summon the creature. We can also add to the Extra Deck “Elemental HERO Neos Knight” as alternative, using the substitutes to replace “Elemental HERO Neos” and obtain a creature able to get rid of powerful threats by multiple attacks. Finally and if you also play arround Synchro monsters, “Dragon Knight Drago-Equiste” can be brought by similar methods including “Miracle Synchro Fusion” also banishing materials from the graveyard.
Curiously for a Ritual, “Black Luster Soldier” got the usual fate of most Normal Monsters in becoming material fuel. He can still be a reliable key monster with the many Ritual resources and support to work arround it, but is easily outmatched by Gishki builds and devastating effects of other Rituals like “Demise, King of Armageddon” or “Herald of Perfection”. However, “Dragon Master Knight” is far easier to summon than it looks and a build arround it is easy thanks to the many searching effects and fusion routes to go arround “BLS”, to the point “Dragon’s Mirror” can be added in a pure Ritual deck as late turn card or to even mix both Fusion and Ritual strategies together. “Black Luster Soldier” might never obtain a big spotlight in the game, but with “Dragon Master Knight” on his side as well Ritual support to work arround can make him more threatening than any other vanilla Ritual.
Personal Rating: B-
+ High ATK
+ Can work arround summoning “Dragon Master Knight” and other Fusions by many shortcuts
+ Various options to compensate his lack of effects
- Spending Ritual resources in a vanilla creature isn’t usually a wise move
- High dependance on support

Black Luster Soldier

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You can Ritual Summon this card with “Black Luster Ritual”.

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Can Be Found In: Starter Deck: Yugi Evolution (SYE-024), Duelist Pack: Yugi (DPYG-EN017), Legendary Collection 3 Mega-Pack (LCYW-EN046), Mattel Action Figure Promos: Series 3 (MF03-EN009), Duel Terminal 7 (DT07-EN030)

Compared to the following series, the majority of creatures showing in the original anime and manga will barely have a spot in builds consistently. HERO, Junk and Synchron, and the recent Performapal have various builds to fit in which includes their own archetype resources. However, the monsters used by Yugi in the main series barely have a pressence in the game since their debut besides of the iconic “Dark Magician”. Some might work in certain builds, but overall will lose once compared to other options. In the end, said creatures are mostly recognized for their role on the series rather usage in an actual Duel.

"Black Luster Soldier" despite being one of the strongest creatures used by Yugi, barely got a solid place in builds compared to others. While his counterpart "Black Luster Soldier - Envoy of the Beginning" became a powerful threat in the game to the point of being banned for several years, "Black Luster Soldier" got quickly overshadowed by Ritual strategies focusing on their key monsters’ effects to win rather on high stats. "BLS" is undoubtely strong just for having such ATK, but the fact is a Ritual loses to many other alternatives to bet tributes and setups on for get the job done. However, "Black Luster Soldier" is often part of an obscure build arround one of the strongest Fusions in the entire game, becoming more a material role rather being used properly.

Like any other Ritual, “Black Luster Soldier” requires setup. The warrior has the luck of having two basic ritual summon options in the form of his spell “Black Luster Ritual” and “Earth Chant”, so we can use tributes like Djiin Rituals for recycle them as well obtain additional effects. Obviously, “Advance Ritual Art” instead can use materials from the deck for skip wasting resources on our field or hand. We’ll rely on cards like “Manju of the Ten Thousand Hands” an “Herald of Rainbow Light” to gather both the Ritual monster and the needed spell, but we can also use “Fusion Reserve” for either search “Black Luster Soldier” to be Ritual summoned or used for a Fusion summon.

"Black Luster Soldier" like any vanilla Ritual doesn’t have much to offer once on the field. He’ll mostly become a threat on the field if summoned by Djinn Rituals, obtaining protective effects of "Djinn Disserere of Rituals" and "Djinn Demolisher of Rituals" as well shutting down special summons by "Djinn Releaser of Rituals". Since the Ritual has no effects to rely on, we can easily work arround cards like "Skill Drain" to limit further opponent options as he domains with his high ATK. For make it even harder for the opponent to go through the chaos soldier, "Ritual Cage" can provide even more protection to make it an effectless menace. Overall, "Black Luster Soldier" will compensate his lack of abilities with support from other cards combined with his 3000 ATK to defeat most enemies.

As mentioned several times, the second role of “Black Luster Soldier” in the game is of fusion material, and is probably the most popular option nowadays arround this Ritual. Instead of focusing on Ritual setups the build tries to summon the powerful “Dragon Master Knight”, which is easily done by using materials replacing “Blue-Eyes Ultimate Dragon” as well as cards like “Fusion Reserve” and “Dragon’s Mirror” providing several opportunities to summon this Dragon. Said “Dragon’s Mirror” can easily be mixed in a traditional build, going either for the Ritual summon or using cards like “Trade-In” or the defeat of “BLS” as chances to summon the creature. We can also add to the Extra Deck “Elemental HERO Neos Knight” as alternative, using the substitutes to replace “Elemental HERO Neos” and obtain a creature able to get rid of powerful threats by multiple attacks. Finally and if you also play arround Synchro monsters, “Dragon Knight Drago-Equiste” can be brought by similar methods including “Miracle Synchro Fusion” also banishing materials from the graveyard.

Curiously for a Ritual, “Black Luster Soldier” got the usual fate of most Normal Monsters in becoming material fuel. He can still be a reliable key monster with the many Ritual resources and support to work arround it, but is easily outmatched by Gishki builds and devastating effects of other Rituals like “Demise, King of Armageddon” or “Herald of Perfection”. However, “Dragon Master Knight” is far easier to summon than it looks and a build arround it is easy thanks to the many searching effects and fusion routes to go arround “BLS”, to the point “Dragon’s Mirror” can be added in a pure Ritual deck as late turn card or to even mix both Fusion and Ritual strategies together. “Black Luster Soldier” might never obtain a big spotlight in the game, but with “Dragon Master Knight” on his side as well Ritual support to work arround can make him more threatening than any other vanilla Ritual.

Personal Rating: B-

+ High ATK

+ Can work arround summoning “Dragon Master Knight” and other Fusions by many shortcuts

+ Various options to compensate his lack of effects

- Spending Ritual resources in a vanilla creature isn’t usually a wise move

- High dependance on support

Dark Armed Dragon
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 3 DARK monsters in your Graveyard, and cannot be Special Summoned by other ways. You can banish 1 DARK monster from your Graveyard, then target 1 card on the field; destroy that target.
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Can Be Found In: Phantom Darkness (PTDN-EN019), Gold Series 2009 (GLD2-EN031), 2010 Collectors Tins (CT07-EN016), Turbo Pack: Booster Six (TU06-EN000), Dragons Collide Structure Deck (SDDC-EN012), Premium Gold (PGLD-EN064)
Although the game continuously obtains staple and sometimes even unfair cards to dominate tournaments, those who made a big hit in the metagame are rarely forgotten. Although strategies and builds constantly evolves and expands into different goals and gamestyles, some cards which became powerful in the past can still be a powerful threat even if they are not the dominating ace card in every build it can fit. Sure that players, specially competitively, will go towards the most efficient effects and setups the game provides on each new release, but old legends can and still will be as menacing as were on their debut.
"Dark Armed Dragon" inmediately became one of the most terrifying creatures to face on the field, to the point of found whole builds arround it like Twilight and Tele-DAD. Although the monster is not as prominent nowadays, the fact it became part of the limited section of the banlist is enough proof of how devastating can be and was back in the day. Requiring exactly three DARK monsters in our graveyard for be summoned, "Dark Armed Dragon" is able to banish monsters of such attribute in the grave for destroy cards on the field one at a time. Despite its quite restrict summon condition, the creature quickly became a rushdown threat which will arrive on the first turns along other creatures to nearly OTK the opponent.
Preparing the summon of “Dark Armed Dragon” is far too easy thanks to working arround DARK monsters. Just a single “Dark Grepher” will be able to dump three monsters on the very first turn thanks to his optional summon effect as well ability to mill creatures from the deck. Some other decks might prefer to instead focus on drawing power, sending DARK monsters for obtain cards by tools like “Destiny Draw” and “Trade-In”. Certain builds simply keep milling their own build for their strategy as well get “DAD” ready, like Lightsworn monsters joining forces with DARK monsters using graveyard strategies and/or Shaddoll able to use materials from the deck thanks to “Shaddoll Fusion”. We can simply setup the field for a Extra Deck summon, so the summoned monster (Preferably DARK) domains the field for once is defeated will easily be replace by the Dragon. But you can always go for more traditional methods to obtain DARK creatures in the graveyard, like “Mystic Tomato” and “Giant Germ” answering attacks by summoning other monsters. If your build has DARK monsters, you will either work arround fueling the graveyard or simply wait patiently a few turns to have three monsters.
Once the Dragon reaches the field, most likely will clear the opponent’s field. The same strategies to setup its summon can be easily used for get additional monsters to banish, therefore we can get the three required monsters for summon “DAD” and then keep using other tools for have as many monsters needed to wipe out the whole opponent field. If our build already plays arround banishing monsters for other effects, “Burial from a Different Dimension” can reload the grave for the Dragon’s effect. Otherwise “Escape from the Dark Dimension” can bring back to the field a banished creature for strength our field ready to strike the empty opponent’s field. 
"Dark Armed Dragon" might have lost its place in several builds, but is still a menacing creature like in its release. There’s a high variety of DARK decks and setups arround the attribute to quickly strength the field as well prepare the summon of "DAD", arriving on the field for clear the field and ready to strike along with other monsters. Although the monster is a dangerous threat regardless the build is in, its biggest flaw is the fact the longer it takes to be on our hand ready to be summoned the harder will be to have exactly 3 DARK monsters in the graveyard, specially since being limited to one copy per deck. "DAD" is undoubtly a dangerous and reliable monster if we start a Duel with it in our hand, but as the game progresses more monsters will be in our grave to the point the Dragon might become a dead draw for the rest of the game.Some builds might have options to clear monsters in the grave for other effects and keep DARK creatures to a minimum until "DAD" comes out and that can fix the problem, but overall as more turn passes the more difficult will be to rely in this monster. Regardless, if "DAD" is on our hand right on the first turns or use cards like "Draconnection" or "Tempest, Dragon Ruler of Storms" to search it, is as dreadful as in its release despite players relying on chain effects more frequently against this sort of menace.
Personal Rating: A
+ Able to ruin whole setups on its own
+ Might OTK combined with other creatures
+ Several ways to prepare its summon as well fuel its effect while also setting up our game
- The longer it takes to be in our hand the harder will be to summon
- Several staple effects to chain against its effect

Dark Armed Dragon

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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 3 DARK monsters in your Graveyard, and cannot be Special Summoned by other ways. You can banish 1 DARK monster from your Graveyard, then target 1 card on the field; destroy that target.

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Can Be Found In: Phantom Darkness (PTDN-EN019), Gold Series 2009 (GLD2-EN031), 2010 Collectors Tins (CT07-EN016), Turbo Pack: Booster Six (TU06-EN000), Dragons Collide Structure Deck (SDDC-EN012), Premium Gold (PGLD-EN064)

Although the game continuously obtains staple and sometimes even unfair cards to dominate tournaments, those who made a big hit in the metagame are rarely forgotten. Although strategies and builds constantly evolves and expands into different goals and gamestyles, some cards which became powerful in the past can still be a powerful threat even if they are not the dominating ace card in every build it can fit. Sure that players, specially competitively, will go towards the most efficient effects and setups the game provides on each new release, but old legends can and still will be as menacing as were on their debut.

"Dark Armed Dragon" inmediately became one of the most terrifying creatures to face on the field, to the point of found whole builds arround it like Twilight and Tele-DAD. Although the monster is not as prominent nowadays, the fact it became part of the limited section of the banlist is enough proof of how devastating can be and was back in the day. Requiring exactly three DARK monsters in our graveyard for be summoned, "Dark Armed Dragon" is able to banish monsters of such attribute in the grave for destroy cards on the field one at a time. Despite its quite restrict summon condition, the creature quickly became a rushdown threat which will arrive on the first turns along other creatures to nearly OTK the opponent.

Preparing the summon of “Dark Armed Dragon” is far too easy thanks to working arround DARK monsters. Just a single “Dark Grepher” will be able to dump three monsters on the very first turn thanks to his optional summon effect as well ability to mill creatures from the deck. Some other decks might prefer to instead focus on drawing power, sending DARK monsters for obtain cards by tools like “Destiny Draw” and “Trade-In”. Certain builds simply keep milling their own build for their strategy as well get “DAD” ready, like Lightsworn monsters joining forces with DARK monsters using graveyard strategies and/or Shaddoll able to use materials from the deck thanks to “Shaddoll Fusion”. We can simply setup the field for a Extra Deck summon, so the summoned monster (Preferably DARK) domains the field for once is defeated will easily be replace by the Dragon. But you can always go for more traditional methods to obtain DARK creatures in the graveyard, like “Mystic Tomato” and “Giant Germ” answering attacks by summoning other monsters. If your build has DARK monsters, you will either work arround fueling the graveyard or simply wait patiently a few turns to have three monsters.

Once the Dragon reaches the field, most likely will clear the opponent’s field. The same strategies to setup its summon can be easily used for get additional monsters to banish, therefore we can get the three required monsters for summon “DAD” and then keep using other tools for have as many monsters needed to wipe out the whole opponent field. If our build already plays arround banishing monsters for other effects, “Burial from a Different Dimension” can reload the grave for the Dragon’s effect. Otherwise “Escape from the Dark Dimension” can bring back to the field a banished creature for strength our field ready to strike the empty opponent’s field. 

"Dark Armed Dragon" might have lost its place in several builds, but is still a menacing creature like in its release. There’s a high variety of DARK decks and setups arround the attribute to quickly strength the field as well prepare the summon of "DAD", arriving on the field for clear the field and ready to strike along with other monsters. Although the monster is a dangerous threat regardless the build is in, its biggest flaw is the fact the longer it takes to be on our hand ready to be summoned the harder will be to have exactly 3 DARK monsters in the graveyard, specially since being limited to one copy per deck. "DAD" is undoubtly a dangerous and reliable monster if we start a Duel with it in our hand, but as the game progresses more monsters will be in our grave to the point the Dragon might become a dead draw for the rest of the game.Some builds might have options to clear monsters in the grave for other effects and keep DARK creatures to a minimum until "DAD" comes out and that can fix the problem, but overall as more turn passes the more difficult will be to rely in this monster. Regardless, if "DAD" is on our hand right on the first turns or use cards like "Draconnection" or "Tempest, Dragon Ruler of Storms" to search it, is as dreadful as in its release despite players relying on chain effects more frequently against this sort of menace.

Personal Rating: A

+ Able to ruin whole setups on its own

+ Might OTK combined with other creatures

+ Several ways to prepare its summon as well fuel its effect while also setting up our game

- The longer it takes to be in our hand the harder will be to summon

- Several staple effects to chain against its effect

Number 34: Terror-Byte
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3 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 Level 4 or lower Attack Position monster your opponent controls; gain control of it until the End Phase.
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Can Be Found In: Generation Force (GENF-EN041), Premium Collection Tin (PRC1-ENV02), Star Pack 2013 (SP13-EN025)
Xyz have a big advantage over other Extra Deck creatures that they barely require special conditions and setups to be played arround. While the other kinds of monsters must be played with specific materials and certain tools and builds, the vast majority of Xyz monsters can fit in any Deck as long they can match the right levels on the field regardless how fast the player is to bring them on the field. The only problem comes that due the vague and simplistic summon conditions of these monsters players will inmediately go for the staple cards like “Number 101: Silent Honor ARK” or “WInd-Up Zenmaines”, completely ignoring the rest of Xyz monsters in the same Rank branches of some key monsters the build goes arround.
"Number 34: Terror-Byte" inmediately got forgotten on the card game right when Xyz monsters were a novelty, and the only feature is usually known for is being one of the few creatures with alternative artwork on recent years. For three Level 3 monsters, we obtain a wall creature able to temporally steal Level 4 and lower creatures for a whole turn. This efficient effect got quickly overshadowed by "Number 11: Big Eye" a mere expansion later, as not only requires one less material for be summoned but also carries a more efficient effect and various builds it can easily fit in. In the end "Number 34: Terror-Byte" debut quickly plummeted as very few decks can give them a spot under the competition of many other Rank 3 creatures.
Despite requiring three monsters, “Terror-Byte” has various shortcuts to be summoned. Staple creatures like “Crane Crane” and “Tour Guide From the Underworld” can bring an additional monster to the field for quickly setup the Xyz summon. Similarly, Machine monsters can assist with “Black Salvo” using a similar ability as well “Machine Duplication” able to bring three monsters at once. Some other builds will prefer to exploit the graveyard, going from “Rekindling” swarming the field with FIRE creatures to “Soul Charge” trading our life points and battle phase for setup various Extra Deck summons.
Although the effect of “Number 34: Terror-Byte” is only temporal, that doesn’t make it less of a threat. Taking an opponent monster obviously means we can give it any use, going from simply clear the opponent’s field with this steal for a direct attack to use it as material before the End Phase. Some cards like “Infected Mail” and “Vengeful Servant” can abuse the effect of “Terror-Byte” for be played arround, possibly making a whole build arround it. If the opponent controls creatures above Level 4, “Harmonic Waves” can lower such stats for become legit targets for the Xyz effect. Finally, “Terror-Byte” can take advantage of its high DEF for play arround cards such as “Ojama Country”, “Inverse Universe”, or “Super Crashbug” among others for become a offensive threat while weakening the entire opponent’s field.
"Number 34: Terror-Byte" has many options to be played arround with, but as mentioned the competition in the Extra Deck is extremely tough for have a prominent place in the card game. "Number 11: Big Eye" is faster to setup and provides a permanent stealing effect, while there’s a high variety of Rank 3 creatures which are easier to summon and more efficient in their roles like "Number 30: Acid Golem of Destruction", "Leviair the Sea Dragon", and "Ghostrick Alucard" among others. The fact only targets low level creatures doesn’t help neither since such creatures nowadays are inmediately used as Extra Deck or Tribute fuel, otherwise in late turns not only becomes harder to setup its summon but also the opponent’s field will have high-level threats and/or Xyz monsters which we better deal with other options. "Number 34: Terror-Byte" might have been something big, but requires too much work and conditions to fit arround more reliable Rank 3 creatures.
Personal Rating: C-
+ Steals opponent monsters for our purposes
+ Some builds can play arround its high DEF
- Heavy summon condition compared to more efficient Rank 3 monsters
- Only able to target Level 4 and below monsters
- "Number 11: Big Eye" although Rank 7 is faster to summon and has far less restrictions

Number 34: Terror-Byte

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3 Level 3 monsters

Once per turn: You can detach 1 Xyz Material from this card to target 1 Level 4 or lower Attack Position monster your opponent controls; gain control of it until the End Phase.

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Can Be Found In: Generation Force (GENF-EN041), Premium Collection Tin (PRC1-ENV02), Star Pack 2013 (SP13-EN025)

Xyz have a big advantage over other Extra Deck creatures that they barely require special conditions and setups to be played arround. While the other kinds of monsters must be played with specific materials and certain tools and builds, the vast majority of Xyz monsters can fit in any Deck as long they can match the right levels on the field regardless how fast the player is to bring them on the field. The only problem comes that due the vague and simplistic summon conditions of these monsters players will inmediately go for the staple cards like “Number 101: Silent Honor ARK” or “WInd-Up Zenmaines”, completely ignoring the rest of Xyz monsters in the same Rank branches of some key monsters the build goes arround.

"Number 34: Terror-Byte" inmediately got forgotten on the card game right when Xyz monsters were a novelty, and the only feature is usually known for is being one of the few creatures with alternative artwork on recent years. For three Level 3 monsters, we obtain a wall creature able to temporally steal Level 4 and lower creatures for a whole turn. This efficient effect got quickly overshadowed by "Number 11: Big Eye" a mere expansion later, as not only requires one less material for be summoned but also carries a more efficient effect and various builds it can easily fit in. In the end "Number 34: Terror-Byte" debut quickly plummeted as very few decks can give them a spot under the competition of many other Rank 3 creatures.

Despite requiring three monsters, “Terror-Byte” has various shortcuts to be summoned. Staple creatures like “Crane Crane” and “Tour Guide From the Underworld” can bring an additional monster to the field for quickly setup the Xyz summon. Similarly, Machine monsters can assist with “Black Salvo” using a similar ability as well “Machine Duplication” able to bring three monsters at once. Some other builds will prefer to exploit the graveyard, going from “Rekindling” swarming the field with FIRE creatures to “Soul Charge” trading our life points and battle phase for setup various Extra Deck summons.

Although the effect of “Number 34: Terror-Byte” is only temporal, that doesn’t make it less of a threat. Taking an opponent monster obviously means we can give it any use, going from simply clear the opponent’s field with this steal for a direct attack to use it as material before the End Phase. Some cards like “Infected Mail” and “Vengeful Servant” can abuse the effect of “Terror-Byte” for be played arround, possibly making a whole build arround it. If the opponent controls creatures above Level 4, “Harmonic Waves” can lower such stats for become legit targets for the Xyz effect. Finally, “Terror-Byte” can take advantage of its high DEF for play arround cards such as “Ojama Country”, “Inverse Universe”, or “Super Crashbug” among others for become a offensive threat while weakening the entire opponent’s field.

"Number 34: Terror-Byte" has many options to be played arround with, but as mentioned the competition in the Extra Deck is extremely tough for have a prominent place in the card game. "Number 11: Big Eye" is faster to setup and provides a permanent stealing effect, while there’s a high variety of Rank 3 creatures which are easier to summon and more efficient in their roles like "Number 30: Acid Golem of Destruction", "Leviair the Sea Dragon", and "Ghostrick Alucard" among others. The fact only targets low level creatures doesn’t help neither since such creatures nowadays are inmediately used as Extra Deck or Tribute fuel, otherwise in late turns not only becomes harder to setup its summon but also the opponent’s field will have high-level threats and/or Xyz monsters which we better deal with other options. "Number 34: Terror-Byte" might have been something big, but requires too much work and conditions to fit arround more reliable Rank 3 creatures.

Personal Rating: C-

+ Steals opponent monsters for our purposes

+ Some builds can play arround its high DEF

- Heavy summon condition compared to more efficient Rank 3 monsters

- Only able to target Level 4 and below monsters

- "Number 11: Big Eye" although Rank 7 is faster to summon and has far less restrictions

Dark Dust Spirit
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Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up: Destroy all other face-up monsters on the field.
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Can Be Found In: Structure Deck: Zombie Madness (SD2-EN004), Dark Beginning 2 (DB2-EN217), Hobby League Participation Cards (HL07-EN003), Battle Pack: Epic Dawn (BP01-EN005), Legendary Collection 4 Mega-Pack (LCJW-EN188), Pharaonic Guardian (PGD-017)
Spirits never became a really popular group of monsters aside of some single exceptions like “Hino-Kagu-Tsuchi” or the banned “Yata-Garasu”. The simple fact the vast majority cannot be special summoned makes them much slower in a game where swarming and setting up strong creatures are the priority, and the additional fact that they return to the hand once the turn ends makes them less desirable to play arround. However, some Spirits actually will prefer to be bounced back for exploit their effects, going from “Inaba White Rabbit” playing a hit-and-run strategy to effects triggered when summoned like “Tsukuyomi”.
"Dark Dust Spirit" is a good example of this tactic, and is probably one of the most disrupting Spirits a player can rely on. Although has the basic flaws of these creatures, "Dark Dust Spirit" has the effect of getting rid of any other face-up monster when is normal summoned or flipped. Therefore, in a game where is easy to special summon small creatures, "Dark Dust Spirit" can be that ace card ready to be tribute summoned when problems approaches the opponent’s field. And thanks to its Spirit abilities, the monster will return to the hand for be brought once again on the net turns for save us of other tough situations.
As said, “Dark Dust Spirit” will most likely use one of many monsters ready to be used as tribute for its arrival. A simple option is “Treeborn Frog”, which can become very reliable if our field is becoming severely damaged by opponent actions as will come once our turn starts ready to summon this Spirit. A similar choice is “Mausoleum of the Emperor” or “Star Blast”, which for 1000 life points allow us to bring “Dark Dust Spirit” without tributes. Pendulum monsters can bring a monster from the Extra Deck on late turns, becoming very reliable materials as long we have the right scales. Monsters like “Tragoedia” and “Battle Fader” can answer opponent attacks for then be used for summon the Spirit once we have the chance. FInally and obviously, Spirits themselves assists “Dark Dust Spirit” with “Nikitama”, able to provide an extra normal summon to be tributed inmediately. Overall, any deck can easily tribute summon “Dark Dust Spirit” when needed, going from “Blackwing - Zephyros the Elite” reviving himself to even use an opponent monster as tribute thanks to “The Monarchs Stormforth”.
Simply put “Dark Dust Spirit” whole strategy is to be summoned when there’s danger on the opponent’s field, but there’s some additional moves we can play arround it. Although the Spirit also destroys our other creatures, is a perfect chance to activate effects of the Fire King archetype or to summon certain creatures like the Meklord Emperors. If the opponent controls several face-down monsters, a mere “Ceasefire” or “Swords of Revealing Light” can flip them up ready to be destroyed when this creature arrives. Spirit decks can get “Dark Dust Spirit” any time is needed thanks to “Aratama” and “Izanami”, searching for the creature right when they are summoned. Last and usually combined with the rest of partners in this group of monsters, “Dark Dust Spirit” can be traded by “Creature Swap” for those opponent monsters which survives the destructive effect of its summoning, so once the turn ends will return to our hand leaving the opponent without any creature.
"Dark Dust Spirit" overall is a well rounded creature despite its limitations. There’s a huge selection of setups and monsters for get this creature ready to be summoned when needed, clearing the entire field for the Spirit and other monsters we summon right after for direct attack the opponent. The big problem is not the flaws of any Spirit monster, but "Dark Dust Spirit" will be mostly used as a comeback monster due also destroys our own creatures (Unless we play arround Fire Kings and/or face-down monsters). Still, with many options to get a tribute including Spirit decks themselves, "Dark Dust Spirit" is a creature we can depend on for get rid of the opponent’s army and return to the hand in case we need its assistance again on late turns.
Personal Rating: A-
+ Clears the entire field of face-up monsters
+ One of the few Spirits which are better returning to the hand for be summoned again later on
+ A big variety of options for normal summon this monster easily
- Will destroy our own monsters

Dark Dust Spirit

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Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up: Destroy all other face-up monsters on the field.

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Can Be Found In: Structure Deck: Zombie Madness (SD2-EN004), Dark Beginning 2 (DB2-EN217), Hobby League Participation Cards (HL07-EN003), Battle Pack: Epic Dawn (BP01-EN005), Legendary Collection 4 Mega-Pack (LCJW-EN188), Pharaonic Guardian (PGD-017)

Spirits never became a really popular group of monsters aside of some single exceptions like “Hino-Kagu-Tsuchi” or the banned “Yata-Garasu”. The simple fact the vast majority cannot be special summoned makes them much slower in a game where swarming and setting up strong creatures are the priority, and the additional fact that they return to the hand once the turn ends makes them less desirable to play arround. However, some Spirits actually will prefer to be bounced back for exploit their effects, going from “Inaba White Rabbit” playing a hit-and-run strategy to effects triggered when summoned like “Tsukuyomi”.

"Dark Dust Spirit" is a good example of this tactic, and is probably one of the most disrupting Spirits a player can rely on. Although has the basic flaws of these creatures, "Dark Dust Spirit" has the effect of getting rid of any other face-up monster when is normal summoned or flipped. Therefore, in a game where is easy to special summon small creatures, "Dark Dust Spirit" can be that ace card ready to be tribute summoned when problems approaches the opponent’s field. And thanks to its Spirit abilities, the monster will return to the hand for be brought once again on the net turns for save us of other tough situations.

As said, “Dark Dust Spirit” will most likely use one of many monsters ready to be used as tribute for its arrival. A simple option is “Treeborn Frog”, which can become very reliable if our field is becoming severely damaged by opponent actions as will come once our turn starts ready to summon this Spirit. A similar choice is “Mausoleum of the Emperor” or “Star Blast”, which for 1000 life points allow us to bring “Dark Dust Spirit” without tributes. Pendulum monsters can bring a monster from the Extra Deck on late turns, becoming very reliable materials as long we have the right scales. Monsters like “Tragoedia” and “Battle Fader” can answer opponent attacks for then be used for summon the Spirit once we have the chance. FInally and obviously, Spirits themselves assists “Dark Dust Spirit” with “Nikitama”, able to provide an extra normal summon to be tributed inmediately. Overall, any deck can easily tribute summon “Dark Dust Spirit” when needed, going from “Blackwing - Zephyros the Elite” reviving himself to even use an opponent monster as tribute thanks to “The Monarchs Stormforth”.

Simply put “Dark Dust Spirit” whole strategy is to be summoned when there’s danger on the opponent’s field, but there’s some additional moves we can play arround it. Although the Spirit also destroys our other creatures, is a perfect chance to activate effects of the Fire King archetype or to summon certain creatures like the Meklord Emperors. If the opponent controls several face-down monsters, a mere “Ceasefire” or “Swords of Revealing Light” can flip them up ready to be destroyed when this creature arrives. Spirit decks can get “Dark Dust Spirit” any time is needed thanks to “Aratama” and “Izanami”, searching for the creature right when they are summoned. Last and usually combined with the rest of partners in this group of monsters, “Dark Dust Spirit” can be traded by “Creature Swap” for those opponent monsters which survives the destructive effect of its summoning, so once the turn ends will return to our hand leaving the opponent without any creature.

"Dark Dust Spirit" overall is a well rounded creature despite its limitations. There’s a huge selection of setups and monsters for get this creature ready to be summoned when needed, clearing the entire field for the Spirit and other monsters we summon right after for direct attack the opponent. The big problem is not the flaws of any Spirit monster, but "Dark Dust Spirit" will be mostly used as a comeback monster due also destroys our own creatures (Unless we play arround Fire Kings and/or face-down monsters). Still, with many options to get a tribute including Spirit decks themselves, "Dark Dust Spirit" is a creature we can depend on for get rid of the opponent’s army and return to the hand in case we need its assistance again on late turns.

Personal Rating: A-

+ Clears the entire field of face-up monsters

+ One of the few Spirits which are better returning to the hand for be summoned again later on

+ A big variety of options for normal summon this monster easily

- Will destroy our own monsters

Power Bond
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Fusion Summon 1 Machine-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.
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Can Be Found In: Cybernetic Revolution (CRV-EN037), Duelist Pack: Zane Truesdale (DP04-EN020), Dark Revelation Volume 4 (DR04-EN037), Legendary Collection 2 Mega-Pack (LCGX-EN184), Ra Yellow Mega-Pack (RYMP-EN062), Cyber Dragon Revolution Structure Deck (SDCR-EN022)
Machines are often known for go from a setup build to suddenly burst in a extremely aggresive field. Whole archetypes like Ancient Gear and Morphtronic can suddenly accumulate enough ATK to OTK their opponents, while others like Geargia and Machina can easily pull out their best creatures even on late turns. Regardless of going for a single monster to finish the Duel or relying on creatures to bring victory one of their main staples is “Limiter Removal”, a card which can make any Machine strategy suddenly become a chance to end the game by betting our creatures in the process.
Another well known high-risk, high-reward card among Machine monsters is “Power Bond”. The Spell Card is simply a “Polymerization” for their Fusions, except for the summoned monster getting their ATK doubled and obviously making it much more of a threat. There’s a catch though, as once the turn when “Power Bond” was used ends we will take damage equal to the stats gained by the card. Along with “Limiter Removal”, “Power Bond” is often seen in Fusion decks which tries to pull out one of the various Machine Fusions to finish the Duel right when they land on the field, overall betting all their strategies under various drawbacks.
There’s two builds where “Power Bond” is seen often for achieve their goals. The most known among players and fans of the series is arround “Cyber Dragon” and its substitutes, in which they’ll bring either “Cyber End Dragon” with 8000 ATK to finish an opponent with its piercing damage or “Cyber Twin Dragon” attacking twice with 5600 ATK, both cases having a high chance to finish the Duel. Ancient Gears obtained an improved “Cyber End Dragon” in the form of “Ultimate Ancient Gear Golem”, which not only deals damage to defenses too but also is harder to counter with its protections during battle as well able to revive “Ancient Gear Golem” in case the Fusion is defeated in the process. Combined with “Limiter Removal”, these two archetypes are often known for ending Duels with the arrival of one of these fusions.
Not so OTK centric, the Roid archetype contains various fusions which might not be as devastating as a boosted “Cyber Twin Dragon”, but can either go all in with “Power Bond” or otherwise “Vehicroid Connection Zone” will bring Fusions with protective abilities. “UFOroid Fighter” is a severely less popular Fusion due its inconsistent ATK, but can become as threatening as others if “Gate Guardian” is used as material to bring a 9900 ATK colossus. “Pair Cycroid” might be a weakling of a Fusion, but with the boost of “Power Bond” and even “Limiter Removal” can become a devastating force going through opponent defenses. Finally, the Roid archetype contains Fusions like “Super Vehicroid Jumbo Drill” or “Barbaroid, the Ultimate Battle Machine” which despite their heavy material requeriments can devastate the opponent along “Expressroid” copies recovering the needed monsters turn after turn.
Usually if you use “Power Bond” you are assuring that the summoned Fusion will finish the opponent as otherwise you’ll end taking damage once our turn ends, probably lethal in various cases. A mere “Hanewata” can prevent said damage by being discarded from the hand, making it a unpredictable assistant for the opponent be able to stop it. Another very helpful option is “One Day of Peace” being activated during our Main Phase 2, not only preventing the damage of “Power Bond” but also stoping the opponent to attacking us on their turn. Requiring a turn to be prepared there’s “Rainbow Life”, which although slower to get ready can turn “Power Bond” damage into a healing effect instead. Keep on mind that this incoming damage doesn’t start a chain, so you can’t use cards like “Spell of Pain” or “Barrel Behind the Door” for redirect it towards the opponent.
"Power Bond" together with "Limiter Removal" can finish games with an OTK pretty easily. Although practically any Machine deck with Fusions like "Gatling Dragon" or even "El Shaddoll Shekhinaga" can use them, "Cyber Dragon" and Ancient Gear are the ones with higher chances to finish the opponent once a Duel starts thanks to the base ATK and effects of their key Fusions and barely requiring heavy management for gather materials. The obvious flaw of "Power Bond" is the damage, as encourages to use the spell card only when either we assure the attack will defeat the opponent or have something ready so the damage doesn’t become our doom. But still, "Power Bond" is an all-round card for usually OTK purposes with the common risks of said strategies.
Personal Rating: A
+ Doubles the ATK of the Fusion summoned monster
+ "Cyber Dragon" and Ancient Gear decks can easily pull out an OTK
+ Simple methods to prevent the damage
- The damage is a high risk if the setup fails specially on late turns
- Very few decks can get the best of this spell card

Power Bond

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Fusion Summon 1 Machine-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.

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Can Be Found In: Cybernetic Revolution (CRV-EN037), Duelist Pack: Zane Truesdale (DP04-EN020), Dark Revelation Volume 4 (DR04-EN037), Legendary Collection 2 Mega-Pack (LCGX-EN184), Ra Yellow Mega-Pack (RYMP-EN062), Cyber Dragon Revolution Structure Deck (SDCR-EN022)

Machines are often known for go from a setup build to suddenly burst in a extremely aggresive field. Whole archetypes like Ancient Gear and Morphtronic can suddenly accumulate enough ATK to OTK their opponents, while others like Geargia and Machina can easily pull out their best creatures even on late turns. Regardless of going for a single monster to finish the Duel or relying on creatures to bring victory one of their main staples is “Limiter Removal”, a card which can make any Machine strategy suddenly become a chance to end the game by betting our creatures in the process.

Another well known high-risk, high-reward card among Machine monsters is “Power Bond”. The Spell Card is simply a “Polymerization” for their Fusions, except for the summoned monster getting their ATK doubled and obviously making it much more of a threat. There’s a catch though, as once the turn when “Power Bond” was used ends we will take damage equal to the stats gained by the card. Along with “Limiter Removal”, “Power Bond” is often seen in Fusion decks which tries to pull out one of the various Machine Fusions to finish the Duel right when they land on the field, overall betting all their strategies under various drawbacks.

There’s two builds where “Power Bond” is seen often for achieve their goals. The most known among players and fans of the series is arround “Cyber Dragon” and its substitutes, in which they’ll bring either “Cyber End Dragon” with 8000 ATK to finish an opponent with its piercing damage or “Cyber Twin Dragon” attacking twice with 5600 ATK, both cases having a high chance to finish the Duel. Ancient Gears obtained an improved “Cyber End Dragon” in the form of “Ultimate Ancient Gear Golem”, which not only deals damage to defenses too but also is harder to counter with its protections during battle as well able to revive “Ancient Gear Golem” in case the Fusion is defeated in the process. Combined with “Limiter Removal”, these two archetypes are often known for ending Duels with the arrival of one of these fusions.

Not so OTK centric, the Roid archetype contains various fusions which might not be as devastating as a boosted “Cyber Twin Dragon”, but can either go all in with “Power Bond” or otherwise “Vehicroid Connection Zone” will bring Fusions with protective abilities. “UFOroid Fighter” is a severely less popular Fusion due its inconsistent ATK, but can become as threatening as others if “Gate Guardian” is used as material to bring a 9900 ATK colossus. “Pair Cycroid” might be a weakling of a Fusion, but with the boost of “Power Bond” and even “Limiter Removal” can become a devastating force going through opponent defenses. Finally, the Roid archetype contains Fusions like “Super Vehicroid Jumbo Drill” or “Barbaroid, the Ultimate Battle Machine” which despite their heavy material requeriments can devastate the opponent along “Expressroid” copies recovering the needed monsters turn after turn.

Usually if you use “Power Bond” you are assuring that the summoned Fusion will finish the opponent as otherwise you’ll end taking damage once our turn ends, probably lethal in various cases. A mere “Hanewata” can prevent said damage by being discarded from the hand, making it a unpredictable assistant for the opponent be able to stop it. Another very helpful option is “One Day of Peace” being activated during our Main Phase 2, not only preventing the damage of “Power Bond” but also stoping the opponent to attacking us on their turn. Requiring a turn to be prepared there’s “Rainbow Life”, which although slower to get ready can turn “Power Bond” damage into a healing effect instead. Keep on mind that this incoming damage doesn’t start a chain, so you can’t use cards like “Spell of Pain” or “Barrel Behind the Door” for redirect it towards the opponent.

"Power Bond" together with "Limiter Removal" can finish games with an OTK pretty easily. Although practically any Machine deck with Fusions like "Gatling Dragon" or even "El Shaddoll Shekhinaga" can use them, "Cyber Dragon" and Ancient Gear are the ones with higher chances to finish the opponent once a Duel starts thanks to the base ATK and effects of their key Fusions and barely requiring heavy management for gather materials. The obvious flaw of "Power Bond" is the damage, as encourages to use the spell card only when either we assure the attack will defeat the opponent or have something ready so the damage doesn’t become our doom. But still, "Power Bond" is an all-round card for usually OTK purposes with the common risks of said strategies.

Personal Rating: A

+ Doubles the ATK of the Fusion summoned monster

+ "Cyber Dragon" and Ancient Gear decks can easily pull out an OTK

+ Simple methods to prevent the damage

- The damage is a high risk if the setup fails specially on late turns

- Very few decks can get the best of this spell card