Every player of Yu-Gi-Oh has a list of cards they don’t want to see.
In fact, I bet that when those cards are used against a person, they want to give up right away.
If you’ve ever felt this way, you probably know how tempting it is to quit in a fit of rage.
Even though it’s funny, rage leaving is more common in Yu-Gi-Oh than you might think.
If you want to know what cards to look for or what cards to put in your deck, you don’t need to look any further.
This number is the final list of cards that could, if you’re lucky, make your opponent quit the game in a rage.
- 18. Maxx “C”
- 17. Final Countdown
- 16. Yata-Garasu
- 15. Mystic Mine
- 14. Droll & Lock Bird
- 13. Forbidden Droplet
- 12. Toadally Awesome
- 11. Ash Blossom & Joyous Spring
- 10. Psy-Framegear Gamma
- 9. Harpie’s Feather Duster
- 8. Raigeki
- 7. Divine Arsenal AA-Zeus – Sky Thunder
- 6. Red-Eyes Dark Dragoon
- 5. Cyber Dragon Infinity
- 4. Nibiru, the Primal Being
- 3. Evenly Matched
- 2. Witch’s Strike
- 1. El Shaddoll Winda
18. Maxx “C”
We won’t argue about whether or not Maxx “C” belongs in the TCG Advanced Format. Instead, we’ll talk about how it feels when your opponent uses Maxx “C” right before your turn.
I think everyone will agree that hand traps that stop you from playing the game, like Droll & Lock Bird and Artifact Lancea, are very annoying. Maxx “C” is the best hand trap for stopping your opponent’s turn.
And if you’ve been playing Yu-Gi-Oh Master Duel recently, you’ve probably already seen how powerful Maxx “C” can be. Maxx “C” might not be a real floodgate, but it could just as easily be one.
17. Final Countdown
I like a good burn approach that doesn’t rely on FTK combos and other ways to win that take a lot of planning, skill, and set-up to pull off.
If I lose to a mix of Magic Cylinder and Secret Barrel because I wasn’t paying attention, or if I can’t stop my opponent from drawing into Exodia after a dozen turns, at least I lost to something that took work to build and play.
Even if some of my opponent’s cards are annoying, I can lose without getting too mad. I’m sure they are playing Mystic Mine, but I’m not going to let it bother me.
At first view, Yata-Garasu looks like a twist on competitive monsters like Spirit Reaper and Don Zaloog from the days before Synchro Yu-Gi-Oh.
Yata-Garasu stops your opponent from drawing a new card during their Draw Phase instead of dropping a card from their hand.
Even though these effects sound similar, they have very different effects in real life. When you draw a card, it gives your opponent the chance to play that card, which could stop future attacks or kill your monsters.
Yata-Garasu is intended to stop your opponent from drawing a card in the first place, which is much better.
15. Mystic Mine
If your opponent plays Mystic Mine, you can probably expect to face a lot of the other cards on this list.
This is an area spell that makes it very hard for a player to use monsters.
If your opponent has more monsters than you do, you should play this card. And your opponent can’t attack or use powers as long as they have more monsters than you do.
You could use a card effect to destroy this card, but most of the time, this field spell has multiple levels of protection from cards like Field Barrier, which makes it very expensive to destroy Mystic Mine.
Your opponent could also get rid of a monster they already have, since this card is discarded when both players have the same number of cards.
Most players don’t expect to have to kill their own monsters, though… so it could be a little hard to do.
14. Droll & Lock Bird
Droll & Lock Bird is more of an extra card.
But if you use this card against the right deck, it will make your opponent’s life very hard.
When your opponent puts a card from their deck into their hand, you can use Droll & Lock Bird.
Then you can throw it away, and your opponent can’t take any more cards from their deck for the rest of the turn.
It’s a strong effect against many decks, since many of them depend on adding cards to their hand to fill up the field.
For example, Invoked decks need to call Aleister, the Invoked so that they can add an Invocation card to their hand.
Most players can only end their turn at this point, which you can imagine is very annoying.
13. Forbidden Droplet
If your opponent just spent half of his deck to call monsters that can stop effects like Cyber Dragon Infinity, then Forbidden Droplet is the biggest slap in the face you can give them without actually slapping them.
You can send any number of cards from your hand or field to the graveyard with Forbidden Droplet to target the same number of effect monsters your opponent controls.
Their benefits are cancelled out, and their attacks are cut in half.
The annoying part of this effect, though, is that your opponent can’t play cards in reaction to this card, especially cards of the same type as the ones you send to the graveyard.
So, if you got rid of a monster, a spell, and a trap, your opponent can’t do anything.
Most of the time, this lets you fully destroy your opponent, since they just used up most of their resources.
12. Toadally Awesome
After playing against Toadally Awesome, I think it should be called something else: Toadally Annoying.
Toadally Awesome is a very strong card because it can always cancel the effects of other cards and quickly put itself back on the field.
When a card is played, you can send an aqua monster from your field to the graveyard, destroy it, and then put it back on your field.
Also, if this card goes to the graveyard, you can pretty much just add it back to your extra deck.
So, the only way to get rid of it is to remove it, which many decks can’t do.
If you don’t have a special way to deal with it, Toadally Awesome is just hard to deal with.
11. Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring is one of the most famous hand traps right now.
Ash Blossom & Joyous Spring is great because it can be used in many different ways.
You can stop any of the following affects from happening by throwing away Ash Blossom & Joyous Spring:
Adding a card from the deck to your hand, special calling a card from the deck or extra deck, or sending a card from the deck to the graveyard.
This is very useful because it can stop a lot of effects from happening, and it can even stop your opponent from special summoning from the extra deck.
Obviously, the fact that it costs only one card and stops your opponent from special summoning from the extra deck makes me wonder if it should be banned.
10. Psy-Framegear Gamma
Psy-Framegear Gamma is annoying because:
It’s one of the few hand traps that can both stop and kill a monster.
When your opponent uses a monster effect and you don’t have any monsters out, you can special summon this card from your hand and a PSY-Frame Driver from your deck, hand, or graveyard to stop and kill that monster.
This is very powerful because it cancels the monster’s effect and kills it, making it impossible for your opponent to use it as a Link material.
It also lets you get out of a lot of hand traps early in the game.
And if your opponent plays a card like Ash Blossom & Joyous Spring and you counter it with Psy-Framegear Gamma, you can use this card to Synchro Summon a level 8 monster.
With all of this in mind, it’s hard for your opponent to keep their attack going or stop yours at this point.
9. Harpie’s Feather Duster
If your opponent is the type to play a lot of traps, Harpie’s Feather Duster will make their day a living hell.
Once you cast this magic, all of your opponent’s spells and traps are destroyed.
Since most of your opponent’s card effects won’t work, Harpie’s Feather Duster is just annoying to deal with.
This card is like the Mystical Space Typhoon, but it’s even better.
In fact, this card was banned not too long ago. As of this writing, you can only have one of these cards in your deck.
Raigeki is a very well-known card, and I would be shocked if any player didn’t know about it.
This card works like Harpie’s Feather Duster, but instead of destroying spells, it kills monsters.
So here, all of your opponent’s monsters are killed.
If your opponent didn’t have anything ready to stop this card, it’s easy to see how this could be annoying (for them).
Even just thinking about it makes my blood boil.
After all, your opponent just spent all of their time setting up their field, and you just happened to have a card that took advantage of the one weakness they had.
7. Divine Arsenal AA-Zeus – Sky Thunder
The Divine Arsenal AA-Zeus – Sky Thunder has a very long name, but once it’s on the field, it’s like a time bomb.
You can bring this card into play if a Xyz monster you control attacked this turn. Then, you can use that monster to bring AA-Zeus into play.
When your opponent doesn’t have many choices left at the end of the game is a good time to use this card.
You can send the rest of the cards on the field to the graveyard by removing two Xyz materials from AA-Zeus.
If you don’t see why this card is so hard to deal with, try to make a combo while knowing that any of your cards could be taken away at any time.
6. Red-Eyes Dark Dragoon
If I had to ban one card from this list, it would be Red-Eyes Dark Dragoon.
You can easily bring this card into play with Predaplant Verte Anaconda, which is where this nightmare of a card starts.
First of all, this card can’t be destroyed or attacked by other cards’ effects.
During your main phase, you can destroy a monster your opponent controls and deal damage equal to that monster’s attack. You can do this basically twice.
The most annoying thing about this card, though, is that it can cancel any card by having its owner throw away one card from their hand. If they do that, Dark Dragoon gains 1000 attack.
This is one of the easiest monsters to special summon, and it’s also one of the most dangerous.
5. Cyber Dragon Infinity
Anyone who has played against Cyber Dragon Infinity knows how broken it is.
Cyber Dragon Nova can be used to summon Cyber Dragon Infinity. This is basically the same as needing two level 5 monsters.
Cyber Dragon Infinity gets 200 attack for each material it has, and it can target an opponent’s monster and connect it to itself as a material.
When a card is triggered, you can also stop it by taking away a material.
The worst thing about this card is that if you don’t get rid of it in one turn, Cyber Dragon Infinity will just eat the strongest monster you call, making it very hard for you to win.
4. Nibiru, the Primal Being
Nibiru, the Primal Being was likely a very bad card ten years ago.
But since then, a lot has changed.
Players often call up six or seven monsters in one turn so they can use them to special summon bigger monsters.
Nibiru comes into play at this point.
When your opponent calls five monsters in one turn, you can send all of them to the graveyard to bring Nibiru to your field and a token to their field.
I’d say it’s almost impossible to keep going with your chain after using Nibiru, which is why it’s such a dangerous card.
But you should be aware that the attack and defense of the symbol will be equal to the total attack and defense of the monsters you sent to the graveyard. That might be a lot.
3. Evenly Matched
If your opponent skips their draw phase and goes straight to their fight phase, they are probably using this card.
When Evenly Matched is used, your opponent must get rid of cards from their field that are face down until they have the same number of cards as you.
But it’s a pain that you can use this from your hand even if you don’t control any cards.
This means that if you are second in a fight and you have this card in your hand, you can use it right away.
So, with this one card, you can get rid of all but one of your opponent’s cards for free.
I can’t think of anything that would be worse.
2. Witch’s Strike
If you’ve been keeping track of the cards you want to add to your deck by reading this list, you should be very careful with this one.
If your opponent cancels one of your card effects or summons, you can use Witch’s Strike to remove all of their cards, both in their hand and the ones they control.
So, if you use a card like Ash Blossom & Joyous Spring, you should also be careful about this one, since it will completely wipe out your field.
And if your opponent can win after getting just one card, you can be sure that their deck is made of something different.
1. El Shaddoll Winda
We finally get to the best card on this list, which is El Shaddoll Winda.
This means that your opponent can only call a special creature once per turn.
Which makes it very hard for your opponent to even get rid of this card, since they can’t special summon any strong cards.
Also, your opponent can’t even get rid of this card with the powers of other cards.
So, they have to find a way to kill Winda using only one special summon and one standard summon per turn.
By the time your opponent summons a monster strong enough to beat Winda, the game is probably already over.
Any card that makes it hard for a player to special call is annoying.
And El Shaddoll Winda might be at the top of the list here.