Since the first Yu-Gi-Oh show, haven’t we all wanted to use Exodia to make a winning deck?
Even though Exodia is very strong, it’s hard to hold all of its parts at once.
Well, I’m here to help with that by giving you some ideas for cards to add to your Exodia deck so you can wipe out your opponents!
The best way to use the forbidden card is to include enough cards that give you the ability to draw, but not so many that you leave yourself completely vulnerable.
On this list, you’ll find both cards that help you draw more cards and cards that help you keep your defenses up.
18. Aroma Jar
Aroma Jar is one of the best ways to get back life points in the game. It has two effects that are great for an Exodia blend.
First, once it’s face-up, it can’t be killed by battle as long as it stays face-up. This stops your opponent from doing anything until they have a monster they can use to get rid of it.
But in the meantime, Aroma gives you 500 life points at the end of each player’s turn.
This is a great way to get back on your feet in case your opponent breaks through your defense. It’s as simple as that: it’s a shield that can’t be attacked and gives you more life points.
17. Thunder Sea Horse
You can get two level 4 light-attribute thunder monsters with the same name and 1600 or less ATK from your deck by throwing away the next card.
That’s a lot of rules that narrow your choices, but it can pull two Thunder Sea Horses, which can pull more cards (eventually, since it only works once per turn).
Also, the turn you use it, you lose the ability to special summon, but since most Exodia decks aren’t offensive, you’re probably not trying to get to your extra deck or special summon in any other way.
Sea Horse quickly runs through your deck, increasing your chances of drawing Exodia cards and filling your hand with monsters that can either take some hits in defense position or be used as discard fuel.
16. Rainbow Kuriboh
“Hand trap” Rainbow Kuriboh is probably the best member of the Kuriboh class. It stays hidden in your hand until you need it.
When a monster your opponent controls announces a direct attack, you can put Rainbow on that monster from your hand.
As long as Rainbow is on that monster, it can’t attack. This not only stops their first attack, but it also stops that monster from attacking until they remove Rainbow, which will cost them a spell/trap removal.
Also, if Rainbow is in your graveyard and your opponent’s monster orders a direct attack while Rainbow is there, you can special summon it, but you have to get rid of it when it leaves the field.
This just blocks a straight hit, saving your life points and giving you more time to draw the Exodia clan and make a dramatic comeback.
15. Royal Magical Library
This card shows that the rest of this list will be full of spells, spells, and more spells.
A good Exodia deck is full of cards that give you the ability to draw more cards.
Pot of Greed would go right into this deck if it ever got taken off the banned list, which I don’t think will ever happen.
You can build up a bit more draw power with Royal Magical Library, which lets you draw an extra card every time you use 3 spell cards.
This card has two really cool things about it: first, you can’t do this once every time. If you can get through enough of your deck to play 9 spell cards, you can draw 3 cards in one turn.
Second, this is true for more than just your spell cards. When your opponent plays spell cards, you get spell counters and finally get to draw from their spells as well.
14. Shard of Greed
Well, we can’t have Pot of Greed, so we buy the broken version during a sale.
Shard of Greed is kind of like Royal Magical Library in that it lets you add counters and draw cards as a result.
Unfortunately, you have to destroy Shard of Greed to make it work. But since it lets you draw two cards, it gives any Exodia deck a lot of value.
Each copy of Shard of Greed you have in play gives you more value. If you play three copies at the same time, you can put a counter on each one for each card you draw. This lets you draw a total of six cards!
The only downside is that this will take up 3 of your 5 spell and trap card spaces. So, make sure this plan works before you set any trap cards.
13. Magical Mallet
Forget about Mjolnir, this is the real powerful magical hammer. At least in the Yu-Gi-Oh!
You can get rid of cards in your hand that aren’t useful right now by using this trick.
This is great because, unlike magic like Card Destruction, you don’t actually lose any resources.
If you have a lot of cards that do nothing, like Swords of Revealing Light, but you want to draw more cards, Magical Mallet is a great choice.
Or if you’re one piece from Exodia and want to take a chance.
12. Hand Destruction
Here’s a card that’s a lot better than Magical Mallet but has a similar feel.
You can use Hand Destruction in a passive way to cycle through your own cards or in an active way to force your opponent to change their hand.
If you know that your opponent has a lot of good cards in their hand, this makes them give up some of them.
This is also a quick play spell, which means you can use it while it’s your opponent’s turn.
Combine this with something like Crush Card Virus so you can see what they have in their hand before you play this to make sure they’re throwing away good cards.
11. Heart of the Underdog
This is more of a separate deck, but Heart of the Underdog is a strong card when your deck is made with this in mind.
You can draw an extra card for every standard monster you draw.
So the idea is that if you just put normal monsters and Exodia in your deck, you’ll quickly draw the whole set.
I think those monsters should be the standard 2000-defense monsters, like the Giant Soldier of Stone or the Mystical Elf.
This is a plan with a high risk and a high reward.
For it to work, you need to get to Heart of the Underdog fast. If you don’t, you’ll just have a bunch of regular monsters and won’t have any Exodia to help you.
10. Dark Factory of Mass Production
In Yu-Gi-Oh, everyone knows that no matter how well you build your deck, something will always go wrong.
Something about Fluffal Mouse and men’s best laid plans?
You might have thrown away a piece of Exodia by accident with Hand Destruction, or you might be in a tight spot and have to set the Right Arm of the Forbidden One to keep from losing.
The Dark Factory of Mass Production lets you bring back to your hand two normal monsters from your graveyard.
So it’s a great safety net to make sure you always keep those pieces in your hand.
I’d say that an Exodia deck should have three copies of each card.
9. Pot of Duality
Pot of Duality is the best way to get the exact cards you need when you need them in a deck that doesn’t need special summoning or even much summoning at all.
You can look at the top three cards of your deck, choose one, and put the rest back in the deck.
Even though you can’t special summon for the rest of the turn, using an Exodia deck won’t really slow you down. And unlike the other draw cards on this list, Pot of Duality lets you choose the useful card right away.
This card isn’t higher on the list because it can only be used once per turn. Even if you draw another Pot of Duality on the same turn, you can’t play it again.
With an Exodia deck, it’s possible to draw your whole deck in one turn, so you’ll need draw spells that you can use over and over and over again.
8. Gold Sarcophagus
This card looks just like the box that Yugi Muto’s millennium puzzle came in, and it’s pretty cool. Based on this card, they even made a Mega tin!
The hype is well-earned, and this card is still on the list of cards that can be banned.
The Gold Sarcophagus lets you look through your deck for the most valuable card and put it into your hand two turns later.
It’s crazy that it doesn’t just affect magic, traps, or monsters. You can look up anything you want!
Most of the time, it’s a good idea to use this card to look for one of the Exodia pieces. Just make sure that your opponent isn’t hiding a Mind Crush…
If you’re not sure, just throw in a good draw card. You’ll get the parts in the end.
7. Upstart Goblin
In almost every other deck, giving your opponent life points is like wishing they would die.
Why would you ever want to make your opponent better?
Well, Exodia decks don’t even need to do damage to win.
So the Upstart Goblin lets you draw one card for free.
Even if your opponent had 15,000 life points, it wouldn’t be enough to beat the powerful Exodia.
6. Solemn Judgment
In the list, I’ve talked a lot about cards that make you draw. But in Exodia, staying living long enough to draw all the pieces is half of the game.
Solemn Judgment is almost like a giant “Nope” card.
This guy stops any spell or trap from going off or any special or regular monster call.
Yes, it will cost you half your life points. But, as I said before, life points don’t really matter for Exodia teams. So you really can go crazy.
This card will keep your opponent from using their biggest monsters or their plans to stop you from drawing, giving you more time to summon the Forbidden one.
Note that most of the Solemn cards, like Solemn Strike and Solemn Warning, have some kind of effect that cancels out the effect of another card.
These cards are also great ways to stop your opponent from getting the upper hand.
5. One Day of Peace
If you want to win with Exodia, you have to do two things: stall for time and draw a lot of cards.
So why not do both at once?
One Day of Peace lets you draw an extra card and keeps you from taking damage for an entire turn.
This means you don’t have to worry too much about what your opponent does when it’s their turn. They’re not going to hurt you or anything.
Keep an eye out for bad magic or traps, but other than that, you should be fine.
Since being put on the banned list, this card has lost some of its power. But even with just one turn of security, you still have a lot of time to put everything together.
4. Reckless Greed
Reckless Greed gets you more cards now but costs you cards later.
This may seem like a good deal, but we can take advantage of the way this is written.
If you use more than one copy of Reckless Greed in the same turn, you can draw up to six cards.
You will still only skip two draw rounds, though. This means that you’re getting 4 more draw rounds.
Since this is a trap card, you’ll need to set all of its traps before you can use it.
So, the best way to play Reckless Greed is to use all of your spell cards to draw as many cards as you can during your turn and keep your trap and spell zones clear.
Then, set 3 copies of Reckless Greed to end the turn.
A well-thought-out plan for a risky card.
3. Pot of Extravagance
This is the closest we can get to Pot of Greed in a deck that doesn’t need an extra deck without breaking a Yu-Gi-Oh rule.
This pot lets you draw a card every time 3 cards are taken out of the extra deck at random.
Fill your extra deck with random Xyz, Synchro, or Fusion monsters, then banish them and draw cards.
I mean, where are you really going to play that Gaia the Dragon Champion?
But keep in mind that once you use this, you can’t draw any more cards until the end of this turn. Make sure this card is the last one you play, or you’ll seriously limit your options.
I’d say this is probably the best Pot card that can be played legally. And would be the number one pick if it didn’t have the whole “can’t draw any more this turn” problem.
2. Mystic Mine
In current Yu-Gi-Oh, Mystic Mine has caused a lot of players to quit in a rage, and I should know because I’m responsible for half of them.
Even though you control fewer monsters than your opponent, they can’t use monster effects or make attacks while you control fewer monsters.
This can only be stopped if your opponent draws a spell or trap that can destroy other spells or traps. Which doesn’t happen very often in Yu-Gi-Oh these days.
Putting your opponent on hold like this gives you all the time you need to draw all the parts of Exodia, while they can only sit back and watch.
To get the most out of this card, you should include a few cards like Magic Jammer to keep it from being destroyed or cards like Terraforming to find it as quickly as possible.
1. Ledger of Legerdemain
The best card for an Exodia deck might be the one that lets you draw the most.
And Ledger of Legerdemain says exactly what needs to be said.
This card, which came out in Cybernetic Horizon, is the best way to draw cards for teams that can wait.
In 3 turns, you can get rid of the top 3 cards of your deck and add them to your hand.
Even though this seems like a long time, you can protect this long-term draw plan with cards like Swords of Revealing Light, which protects you for 3 turns.
When you combine Ledger with Mystic Mine, which can protect you for up to the whole game, this card’s value goes through the roof.
If Konami made a card that let you draw three cards in a row, it would be taken off the market right away.
But Ledger of Legerdemain is the next best thing for an Exodia deck where waiting isn’t a big deal.