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* In the spinoff ''TabletopGame/YuGiOhRushDuel'', the entire Maximum Summoning mechanic. Here's how it works: if you have three specific Maximum Monsters in hand, you can play all three at once as a single monster with gigantic ATK and three separate effects (due to being three cards combined into one) which can't be forced into Defense Position and is usually immune to being destroyed by Traps. The problem is that first part: "if you have ''three specific'' Maximum Monsters in hand." The format as a whole is completely lacking in search effects (the closest thing you can do is mill a bunch of cards and hope you mill the ones you need, then recover them from the Graveyard), making it horribly inconsistent to gather the necessary parts. Furthermore, Rush Duel's Draw Phase mechanics (drawing until you have 5 cards in hand) means that holding onto Maximum pieces ''penalizes'' your draw power while they sit like bricks in your hand, since each card you don't play is 1 less card you get to draw on your next turn. As a result, actually pulling off a Maximum Summon is something that only happens once in a blue moon when someone gets an exceptionally good topdeck. It's quite telling that Konami gave up on trying to make the mechanic viable and made later Maximum Monsters have decent stats and effects when Tribute Summoned instead, [[BoringButPractical allowing you to just use them as serviceable ordinary monsters]].
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* [[https://yugipedia.com/wiki/The_Six_Shinobi The Six Shinobi]]. The awesome? It lets you skip your opponent's ''entire'' turn. They won't even be able to draw a card! The "but"? You need a certain number of [[https://yugipedia.com/wiki/Six_Samurai Six Samurai]] monsters with different Attributes to use it. Steep, but somewhat doable. The impractical? You need six monsters for this to work. [[DoubleTake Wait, what?]][[note]] No, you can't cheat by equipping one of your monsters with [[https://yugipedia.com/wiki/Spirit_of_the_Six_Samurai Spirit of the Six Samurai]], since it won't count as a monster, meaning you need at least one of their Extra Deck monsters to pull this off. [[/note]] As [[WebVideo/Rank10YGO Rata]] puts it: "I feel like if you manage to get your board to this state, there won't ''be'' a next turn."

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* [[https://yugipedia.com/wiki/The_Six_Shinobi The Six Shinobi]]. The awesome? It lets you skip your opponent's ''entire'' turn. They won't even be able to draw a card! The "but"? You need a certain number of [[https://yugipedia.com/wiki/Six_Samurai Six Samurai]] monsters with different Attributes to use it. Steep, but somewhat doable. The impractical? You need six monsters for this to work. [[DoubleTake Wait, what?]][[note]] No, you can't cheat by equipping one of your monsters with [[https://yugipedia.com/wiki/Spirit_of_the_Six_Samurai Spirit of the Six Samurai]], since it won't count as a monster, meaning you need at least one of their Extra Deck monsters to pull this off. Furthermore, it's completely unsearchable within its own archetype. [[/note]] As [[WebVideo/Rank10YGO Rata]] puts it: "I feel like if you manage to get your board to this state, there won't ''be'' a next turn."
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* [[https://yugipedia.com/wiki/End_of_the_Line End of the Line]] is a Trap Card that has the ability to draw you two cards or ''four cards''. The problem? It can only be activated if you have less than 100 LP, and its four cards condition can only be fulfilled if you have less than 10 LP, meaning that it is virtually unplayable since very few games go down to 100 LP, much less 10. The only deck that is realistically capable of playing this card is Dinomorphia, and even then it is widely considered a gimmick at best since it's both unsearchable and doesn't help the archetype whatsoever.

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* [[https://yugipedia.com/wiki/End_of_the_Line End of the Line]] is a Trap Card that has the ability to draw you two cards or ''four cards''. The problem? It can only be activated if you have less than 100 LP, and its four cards condition can only be fulfilled if you have less than 10 LP, meaning that it is virtually unplayable since very few games go down to under 100 LP, much less 10. 10.[[note]]Almost every monster in the game has ATK and DEF in intervals of 50, and even most effects that let you manipulate your own LP only let you either halve it or pay specifically in intervals of 100, so ending up with exactly 50 LP is possible, but very rare. Getting it under 10 would most likely require getting it down to 50 and then using effects to halve it ''three times''.[[/note]] The only deck that is realistically capable of playing this card is Dinomorphia, and even then it is widely considered a gimmick at best since it's both unsearchable and doesn't help the archetype whatsoever.
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** Malefic Blue-Eyes, Red-Eyes and Rainbow Dragon all require you to banish their counterpart from the Main Deck, which means that if you draw the counterpart, not only are you given a dead draw, the corresponding Malefic monster also becomes a dead draw unless you're running extra copies of the original or have a way to shuffle it back.

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** [[https://yugipedia.com/wiki/Ritual_Monster Ritual Monsters]] are by far the hardest monsters in the game to summon, with the only few Ritual Monsters people actually play being the exception because they're just ''that damn good''. To wit, they could be considered the FlawedPrototype of Synchro Summons. They require a magic card that sacrifices monsters from the field or hand with combined levels equal to or greater than the Ritual Monster's level. Doesn't sound too bad, but the main drawback is that Ritual Monsters, unlike Fusions and Synchros, are stored in the Main Deck instead of the Extra Deck. As a result, they frequently end up being a dead draw unless your deck is specifically designed around them or you already have the Ritual Spell in your hand,[[note]]Which in itself can be a dead draw if you don't get the Ritual Monster soon enough.[[/note]] and unlike other monsters, they can't be resummoned from the graveyard unless already Ritual Summoned, and often have subdued effects for the trouble needed to summon them. While Konami has been addressing these problems by making Ritual cards that can sacrifice monsters from the Extra Deck and giving them really, really good effects[[note]]The Nekroz' main claim to fame.[[/note]] and having the Ritual magic cards that Ritual Summon the Ritual Monsters from the graveyard and aren't tied down to a specific Ritual Monster, they still can be a dead draw at really inopportune moments, and thus you're often better off going with cards that support the other summoning methods in the Extra Deck if you want to win consistently. Their only real advantage is, as they are a special summon and can take sacrifices from your hand, they can be summoned in addition to the one-per-turn normal summon limit and without losing other monsters on the field to gain a superior numbers advantage, but this often isn't worth the drawbacks they offer. It's quite telling that some of the generic Ritual support in the game would be downright broken in most archetypes, but often go Unlimited because Rituals are so inherently clunky that they need PurposelyOverpowered support to keep up.

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** [[https://yugipedia.com/wiki/Ritual_Monster Ritual Monsters]] are by far the hardest monsters in the game to summon, with the only few Ritual Monsters people actually play being the exception because they're just ''that damn good''. To wit, they could be considered the FlawedPrototype of Synchro Summons. They require a magic card that sacrifices monsters from the field or hand with combined levels equal to or greater than the Ritual Monster's level. Doesn't sound too bad, but the main drawback is that Ritual Monsters, unlike Fusions and Synchros, are stored in the Main Deck instead of the Extra Deck. As a result, they frequently end up being a dead draw unless your deck is specifically designed around them or you already have the Ritual Spell in your hand,[[note]]Which in itself can be a dead draw if you don't get the Ritual Monster soon enough.[[/note]] and unlike other monsters, they can't be resummoned from the graveyard unless already Ritual Summoned, and often have subdued effects for the trouble needed to summon them. While \\
\\
Over time,
Konami has been addressing these problems by making experimenting with Rituals a lot in an attempt to make them playable. Attempts include improving Ritual cards Spells such that they can sacrifice summon more than just one monster, Ritual Summoning using Tributes from other places[[note]]First seen on Advanced Ritual Art, but also on the Nekroz Rituals[[/note]] or by Summoning the Ritual Monster from the Graveyard, condensing Tribute requirements[[note]]Most notable with Gishki monsters[[/note]] or using monsters from in the Extra Deck and Graveyard as the Tributes[[note]]Seen on the Ritual Djinns[[/note]], giving them really, really good effects[[note]]The the Ritual Monsters themselves utility in the hand[[note]]The Nekroz' main claim to fame.[[/note]] and having [[/note]], changing the rules of Ritual magic cards that Summoning[[note]]The Drytron archetype[[/note]] or even generic monsters designed specifically to faciliate a Ritual Summon Summon[[note]]The Impcantation archetype[[/note]]. Results have varied, with successes including Nekroz and Drytron Decks, but for most part you still run the risk of a hand filled with ineffectual cards if you drew too many Ritual Monsters from the graveyard and aren't tied down to a specific Monster or Ritual Monster, they still can be a dead draw at really inopportune moments, Spells, and thus you're often you ultimately would be better off going with cards that support the other summoning methods in the focusing on Extra Deck if you want to win consistently. Their only real advantage is, cards as they are a special summon and can take sacrifices from your hand, they can be summoned in addition to avert the one-per-turn normal summon limit and without losing other monsters on the field to gain a superior numbers advantage, but this often isn't worth the drawbacks they offer.consistency loss. It's quite telling that some of the generic Ritual support in the game would be downright broken in most archetypes, but often go Unlimited because Rituals are so inherently clunky that they need PurposelyOverpowered support to keep up.



* Fusion Monsters suffered a lot of the same problems as Ritual Monsters, being that Polymerization and the required fusion materials can end up becoming a dead draw if not already in your hand. Thankfully, Konami caught onto this in the later years of the game, making more "generic" Fusion Monsters that require either two monsters of specific archetype, monster type, or attribute to fusion into the Fusion Monster, as well as making more Polymerization cards with additional effects to keep them from being dead draws in themselves.

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* Fusion Monsters suffered a lot of the same problems as Ritual Monsters, being that Polymerization and the required fusion materials can end up becoming a dead draw if not already in your hand. Thankfully, Konami caught onto this in the later years of the game, making more "generic" Fusion Monsters that require either two accept a wider range of Fusion Material (instead of one name, they can ask for any monster of a specific category, for instance), alternate ways of sourcing Fusion Material including fusing from the Deck, and even archetypes that Fuse monsters of specific archetype, monster type, or attribute to fusion into the Fusion Monster, as well as making more Polymerization cards without needing a Spell for it[[note]]Seen with additional effects to keep them from being dead draws in themselves.XYZ, Neos, Gladiator Beasts, Branded and lately Tearlament[[/note]].



* Many Tribute Monsters (monsters with 5 or more level stars) in the card game fall under this, especially in the early days. You can spend an enormous amount of resources on it and lose the whole thing to a simple trap card such as [[http://yugipedia.com/wiki/Bottomless_Trap_Hole Bottomless Trap Hole.]] Later tribute-summon based archetypes make up for this by allowing for easy tribute fodder, having effects that trigger when tribute summoning, and the tribute monsters having effects powerful enough to justify their summoning in the first place.

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* Many Tribute Monsters (monsters with 5 or more level stars) in the card game fall under this, especially in the early days. You can spend an enormous amount of resources on it -- for instance, two monsters for the feared Blue-Eyes White Dragon -- and lose the whole thing to a simple trap card such as [[http://yugipedia.com/wiki/Bottomless_Trap_Hole Bottomless Trap Hole.]] Later tribute-summon based archetypes make up for The ones that first averted this by allowing for easy tribute fodder, trope were Summoned Skull, having effects that trigger when tribute summoning, and a fearsome 2500 ATK for just one Tribute, followed by Jinzo which boasted 2400 ATK but a powerful Trap-locking effect. Things changed with the tribute Monarchs which were all SimpleYetAwesome one-Tribute 2400 ATK monsters having effects powerful enough to justify their summoning in that provided removal on Summon, and they ruled the first place.metagame until the game's speed picked up in 2009 and they could not keep up.



* [[http://yugipedia.com/wiki/Super_Quantum_Mecha_Overlord_Great_Magnas Super Quantal Mech King Great Magnus]] is a Rank 12 Xyz monster. Yes, a Rank 12. It requires 3 Level 12 monsters to summon, which will very rarely happen; but it can be summoned via its archetype's field spell. The impracticality of it is that in order to summon him this way, you need to have three other Xyz monsters either on the field or in the Graveyard, and in order to get his better effects, you need more materials on him. A hell of a lot of work for this guy... Well, should you pull off the impossible, you have a Rank 12 monster with 5-7 materials, giving him immunity to virtually any card effect, places a lock on the opponents deck, and can spin cards back to the deck with one xyz material... Or you could just run Dreadnought Dreadnoid into something and then use it's effect to count as all your material needs for any rank 10 or higher XYZ.

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* [[http://yugipedia.com/wiki/Super_Quantum_Mecha_Overlord_Great_Magnas Super Quantal Mech King Great Magnus]] is a Rank 12 Xyz monster. Yes, a Rank 12. It requires 3 Level 12 monsters to summon, which will very rarely happen; but it can be summoned via its archetype's field spell. The impracticality of it is that in order to summon him this way, you need to have three other Xyz monsters either on the field or in the Graveyard, and in order to get his better effects, you need more materials on him. A hell of a lot of work for this guy... Well, should you pull off the impossible, you have a Rank 12 monster with 5-7 materials, giving him immunity to virtually any card effect, places a lock on the opponents deck, and can spin cards back to the deck with one xyz Xyz material... Or you could just run Dreadnought Dreadnoid into something and then use it's effect to count as all your material needs for any rank 10 or higher XYZ.Xyz.


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** The Majestic Signer Dragons ([[https://yugipedia.com/wiki/Majestic_Star_Dragon Majestic Star Dragon]] and [[https://yugipedia.com/wiki/Majestic_Red_Dragon Majestic Red Dragon]]) both require their base Signer Dragon, a specific Tuner, and an extra non-Tuner to fill out the missing Level. The result is something really powerful... but [[HourOfPower only sticks around for the turn,]] reverting to the base Signer Dragon afterward. Not helping matters is that [[https://yugipedia.com/wiki/Majestic_Dragon the pre-requisite Tuner]] only has a restrictive effect that pigeonholes it to its one role, so the Majestic Signer Dragons require external assistance to Summon. Things have gotten better with [[https://yugipedia.com/wiki/Converging_Wills_Dragon Converging Wills Dragon]] that performs the role efficiently.
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* [[https://yugipedia.com/wiki/Ten_Thousand_Dragon Ten Thousand Dragon]] is released to commemorate the milestone of 10,000 cards in the OCG. While it can have 10,000 ATK/DEF, its Summoning condition does not make it worth playing since it must be Special Summoned (from hand) by tributing monsters whose sum of ATK and DEF are 10,000 or more. If you've got that total of stats on board you're probably already in a good position and it's hard to justify throwing all that away for a big beatstick with no protection unless you're aiming to close the game. Also, if it gets negated, your Ten Thousand drops to a big fat zero.

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* [[https://yugipedia.com/wiki/Ten_Thousand_Dragon Ten Thousand Dragon]] is was released to [[MilestoneCelebration commemorate the milestone milestone]] of 10,000 cards in the OCG. While it can ''can'' have 10,000 ATK/DEF, in both ATK and DEF, its Summoning condition does not make it worth playing since outside of meme decks; it must be Special Summoned (from hand) by tributing monsters Tributing Monsters whose sum of ATK and DEF are 10,000 or more. If you've got that total of stats on board board, then you're probably already in a good position and position. Plus it's hard to justify throwing all that away for what's essentially a big beatstick with no protection unless you're aiming to close the game. Also, if it gets negated, your Ten Thousand 10,000 ATK/DEF drops to a big fat zero.
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* [[https://yugipedia.com/wiki/Ten_Thousand_Dragon Ten Thousand Dragon]] is released to commemorate the milestone of 10,000 cards in the OCG. While it can have 10,000 ATK/DEF, its Summoning condition does not make it worth playing since it must be Special Summoned (from hand) by tributing monsters whose sum of ATK/DEF are 10,000 or more. Not to mention it is susceptible to summon negation and all kinds of card effects.

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* [[https://yugipedia.com/wiki/Ten_Thousand_Dragon Ten Thousand Dragon]] is released to commemorate the milestone of 10,000 cards in the OCG. While it can have 10,000 ATK/DEF, its Summoning condition does not make it worth playing since it must be Special Summoned (from hand) by tributing monsters whose sum of ATK/DEF ATK and DEF are 10,000 or more. Not to mention it is susceptible to summon negation If you've got that total of stats on board you're probably already in a good position and it's hard to justify throwing all kinds of card effects.that away for a big beatstick with no protection unless you're aiming to close the game. Also, if it gets negated, your Ten Thousand drops to a big fat zero.

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Dragon's Mirror exists. Hell, at the time, pre-errata Future Fusion existed. Five-Headed Dragon was an entirely practical card for a lot of the GX era, even if it was more useful for the Future Fusion mill than the effect. At worst, it's just outdated. Meanwhile, Time Wizard of Tomorrow's entry conveniently left out that the card has an FTK.


** Its predecessor, [[https://yugipedia.com/wiki/Five-Headed_Dragon Five-Headed Dragon]], is even worse. Sure, it retains its "immune to everything but LIGHT monsters" effect and has a beefy statline of 5000 [=ATK/DEF=]. But to summon it, you need 5 Dragons either on the field or in your hand plus a card that lets you Fusion Summon and can only be summoned this way. [[https://yugipedia.com/wiki/Curse_of_Dragonfire Curse of Dragonfire]] does let you Fusion Summon using its effect, but you still need a whole hand's worth of cards to summon what's ultimately a glorified beatstick that can be gotten rid of with [[https://yugipedia.com/wiki/Bottomless_Trap_Hole Bottomless Trap Hole]] or [[https://yugipedia.com/wiki/Dragon_Capture_Jar Dragon Capture Jar]]. [[DamnedByFaintPraise At least you don't have to mill your Graveyard every other turn.]]



* [[https://yugipedia.com/wiki/Time_Wizard Time Wizard]]. As much of a game changer as it was in the anime, in the game it's completely different. Once per turn, you flip a coin, and based on the result, you can either destroy all of your monsters and take half their total ATK as damage or destroy all of your opponent's monsters. Note how the damage effect doesn't apply to your opponent. Not only that, but it's not a heads-or-tails situation as with most other cards that involve a coin toss. You have to toss the coin, call heads or tails, and based on whether you called it right or not, you either wipe your board of all monsters and take half their combined ATK as damage or wipe your opponent's board of monsters. It does get an advanced counterpart with [[https://yugipedia.com/wiki/Time_Wizard_of_Tomorrow Time Wizard of Tomorrow]], which does give you a chance to deal burn damage to your opponent based on half the combined original ATK of all monsters on the field. You also only need Time Wizard and an Effect Monster to summon it, so it's pretty much guaranteed to make it onto the field in a Fusion Deck. However, that means you have to wipe the field of ''all monsters'', meaning you're options are limited if your opponent survived and still has a trick up their sleave. There's also the "toss a coin and call it" stipulation that Time Wizard carries over to Tomorrow. And even with all of those problems on the table, those only become problems if Tomorrow was Fusion Summoned, meaning all you have if you summon it from the Graveyard is a slightly-above-mediocre beatstick.

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* [[https://yugipedia.com/wiki/Time_Wizard Time Wizard]]. As much of a game changer as it was in the anime, in the game it's completely different. Once per turn, you flip a coin, and based on the result, you can either destroy all of your monsters and take half their total ATK as damage or destroy all of your opponent's monsters. Note how the damage effect doesn't apply to your opponent. Not only that, but it's not a heads-or-tails situation as with most other cards that involve a coin toss. You have to toss the coin, call heads or tails, and based on whether you called it right or not, you either wipe your board of all monsters and take half their combined ATK as damage or wipe your opponent's board of monsters. It does get an advanced counterpart with [[https://yugipedia.com/wiki/Time_Wizard_of_Tomorrow Time Wizard of Tomorrow]], which does give you a chance to deal burn damage to your opponent based on half the combined original ATK of all monsters on the field. You also only need Time Wizard and an Effect Monster to summon it, so it's pretty much guaranteed to make it onto the field in a Fusion Deck. However, that means you have to wipe the field of ''all monsters'', meaning you're options are limited if your opponent survived and still has a trick up their sleave. There's also the "toss a coin and call it" stipulation that Time Wizard carries over to Tomorrow. And even with all of those problems on the table, those only become problems if Tomorrow was Fusion Summoned, meaning all you have if you summon it from the Graveyard is a slightly-above-mediocre beatstick.
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** Said heavier hitters that aren't Paradox, Paradigm, [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Stardust]], or [[https://yugipedia.com/wiki/Malefic_Truth_Dragon Truth Dragon]] are just glorified beatsticks. Not to mentioned you can only have one corrupted Malefic monster on the field and you can only use it and it alone to attack, meaning the ones exclusive to the archetype aren't going to do much. Not helping is how they have the exact same ATK and DEF as their regular counterparts, which you need to banish from your deck in order to summon them.

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** Said heavier hitters that aren't Paradox, Paradigm, [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Stardust]], or [[https://yugipedia.com/wiki/Malefic_Truth_Dragon Truth Dragon]] are just glorified beatsticks. Not to mentioned mention you can only have one corrupted Malefic monster on the field and you can only use it and it alone to attack, meaning the ones exclusive to the archetype aren't going to do much. Not helping is how they have the exact same ATK and DEF as their regular counterparts, which you need to banish from your deck in order to summon them.
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* Remember [[https://yugipedia.com/wiki/Dragon_Master_Knight]] from the anime? Remember how awesome it was seeing two fated rivals combine their strengths to form an unstoppable force of nature mighty enough to fell a god?[[note]]Five-Headed Dragon is called Five God Dragon in the [=OCG=].[[/note]] Well, as to be expected with such cards, the moment it came to print, it was a disappointment. You can only Fusion Summon it and all it does is boost itself by 500 ATK for every Dragon you control except itself. Not only that, but you also need [[https://yugipedia.com/wiki/Black_Luster_Soldier Black Luster Soldier]] and [[https://yugipedia.com/wiki/Blue-Eyes_Ultimate_Dragon Blue-Eyes Ultimate Dragon]] to Fusion Summon it, both of which are incredibly powerful and incredibly difficult to summon beatsticks in their own regard. Doesn't help that the two don't have good synergy with each other.

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* Remember [[https://yugipedia.com/wiki/Dragon_Master_Knight]] com/wiki/Dragon_Master_Knight Dragon Master Knight]] from the anime? Remember how awesome it was seeing two fated rivals combine their strengths to form an unstoppable force of nature mighty enough to fell a god?[[note]]Five-Headed Dragon is called Five God Dragon in the [=OCG=].[[/note]] Well, as to be expected with such cards, the moment it came to print, it was a disappointment. You can only Fusion Summon it and all it does is boost itself by 500 ATK for every Dragon you control except itself. Not only that, but you also need [[https://yugipedia.com/wiki/Black_Luster_Soldier Black Luster Soldier]] and [[https://yugipedia.com/wiki/Blue-Eyes_Ultimate_Dragon Blue-Eyes Ultimate Dragon]] to Fusion Summon it, both of which are incredibly powerful and incredibly difficult to summon beatsticks in their own regard. Doesn't help that the two don't have good synergy with each other.
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** Its predecessor, [[https://yugipedia.com/wiki/Five-Headed_Dragon Five-Headed Dragon]], is even worse. Sure, it retains its "immune to everything but LIGHT monsters" effect and has a beefy statline of 5000 [=ATK/DEF=]. But to summon it, you need 5 Dragons either on the field or in your hand plus a card that lets you Fusion Summon and can only be summoned this way. [[https://yugipedia.com/wiki/Curse_of_Dragonfire Curse of Dragonfire]] does let you Fusion Summon using its effect, but you still need a whole hand's worth of cards to summon what's ultimately a glorified beatstick that can be gotten rid of with [[https://yugipedia.com/wiki/Bottomless_Trap_Hole Bottomless Trap Hole]] or [[[[https://yugipedia.com/wiki/Dragon_Capture_Jar Dragon Capture Jar]]. [[DamnedByFaintPraise At least you don't have to mill your Graveyard every other turn.]]

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** Its predecessor, [[https://yugipedia.com/wiki/Five-Headed_Dragon Five-Headed Dragon]], is even worse. Sure, it retains its "immune to everything but LIGHT monsters" effect and has a beefy statline of 5000 [=ATK/DEF=]. But to summon it, you need 5 Dragons either on the field or in your hand plus a card that lets you Fusion Summon and can only be summoned this way. [[https://yugipedia.com/wiki/Curse_of_Dragonfire Curse of Dragonfire]] does let you Fusion Summon using its effect, but you still need a whole hand's worth of cards to summon what's ultimately a glorified beatstick that can be gotten rid of with [[https://yugipedia.com/wiki/Bottomless_Trap_Hole Bottomless Trap Hole]] or [[[[https://yugipedia.[[https://yugipedia.com/wiki/Dragon_Capture_Jar Dragon Capture Jar]]. [[DamnedByFaintPraise At least you don't have to mill your Graveyard every other turn.]]

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** Subverted as of their 2023 support, which is far less restrictive in what monsters you're allowed to summon outside of the archetype, making Superheavy Samurai one of the more powerful Synchro decks, either by filling the board with powerful Extra Deck monsters or straight-up performing burn OTKs. Sadly, it comes at the cost of making the in-archetype boss monsters less attractive to summon by comparison.
* [[https://yugipedia.com/wiki/Five-Headed_Link_Dragon Five-Headed Link Dragon]]. 5000 ATK, unaffected by other card's effects, cannot be destroyed by battle by most Attributes, and can nuke your opponent's field if you used 5 different Attributes to Link Summon this card. The catch is its extremely costly Summoning condition of five monsters, especially when the likes of [[https://yugipedia.com/wiki/Borrelsword_Dragon Borrelsword Dragon]] or [[https://yugipedia.com/wiki/Accesscode_Talker Accesscode Talker]] can be made for much less.

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** Subverted as of their 2023 support, which is far less restrictive in what monsters you're allowed to summon outside of the archetype, making Superheavy Samurai one of the more powerful Synchro decks, either by filling the board with powerful Extra Deck monsters or straight-up performing burn OTKs.[=OTKs=]. Sadly, it comes at the cost of making the in-archetype boss monsters less attractive to summon by comparison.
* [[https://yugipedia.com/wiki/Five-Headed_Link_Dragon Five-Headed Link Dragon]]. 5000 ATK, unaffected by other card's effects, cannot be destroyed by battle by most Attributes, and can nuke your opponent's field if you used 5 different Attributes to Link Summon this card. field. The catch is its extremely costly Summoning condition of five monsters, monsters and that you can only activate its nuke effect if each monster had a different attribute as long as one of them isn't LIGHT, making this card not worth the effort, especially when the likes of [[https://yugipedia.com/wiki/Borrelsword_Dragon Borrelsword Dragon]] or [[https://yugipedia.com/wiki/Accesscode_Talker Accesscode Talker]] can be made for much less. Also, you have to banish 5 cards from your Graveyard for every one of your opponent's turns to keep Five-Headed Link Dragon on the field.
** Its predecessor, [[https://yugipedia.com/wiki/Five-Headed_Dragon Five-Headed Dragon]], is even worse. Sure, it retains its "immune to everything but LIGHT monsters" effect and has a beefy statline of 5000 [=ATK/DEF=]. But to summon it, you need 5 Dragons either on the field or in your hand plus a card that lets you Fusion Summon and can only be summoned this way. [[https://yugipedia.com/wiki/Curse_of_Dragonfire Curse of Dragonfire]] does let you Fusion Summon using its effect, but you still need a whole hand's worth of cards to summon what's ultimately a glorified beatstick that can be gotten rid of with [[https://yugipedia.com/wiki/Bottomless_Trap_Hole Bottomless Trap Hole]] or [[[[https://yugipedia.com/wiki/Dragon_Capture_Jar Dragon Capture Jar]]. [[DamnedByFaintPraise At least you don't have to mill your Graveyard every other turn.]]
* Remember [[https://yugipedia.com/wiki/Dragon_Master_Knight]] from the anime? Remember how awesome it was seeing two fated rivals combine their strengths to form an unstoppable force of nature mighty enough to fell a god?[[note]]Five-Headed Dragon is called Five God Dragon in the [=OCG=].[[/note]] Well, as to be expected with such cards, the moment it came to print, it was a disappointment. You can only Fusion Summon it and all it does is boost itself by 500 ATK for every Dragon you control except itself. Not only that, but you also need [[https://yugipedia.com/wiki/Black_Luster_Soldier Black Luster Soldier]] and [[https://yugipedia.com/wiki/Blue-Eyes_Ultimate_Dragon Blue-Eyes Ultimate Dragon]] to Fusion Summon it, both of which are incredibly powerful and incredibly difficult to summon beatsticks in their own regard. Doesn't help that the two don't have good synergy with each other.
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** All of their heavier hitters need a Field Spell in play in order to not destroy themselves once summoned, with [[https://yugipedia.com/wiki/Malefic_Paradigm_Dragon Malefic Paradigm]] and [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Malefic Paradox]] needing [[https://yugipedia.com/wiki/Malefic_World Malefic World]] specifically. [[https://yugipedia.com/wiki/Malefic_Territory Malefic Territory]] does protect Malefic World, but it doesn't do anything to protect itself.
** Said heavier hitters that aren't Paradox, Paradigm, [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Stardust]], or [[https://yugipedia.com/wiki/Malefic_Truth_Dragon Truth Dragon]] are just glorified beatsticks.
** You can only have one corrupted Malefic monster on the field and you can only use it and it alone to attack, meaning the ones exclusive to the archetype aren't going to do much. Not helping is how they have the exact same ATK and DEF as their regular counterparts, which you need to banish from your deck in order to summon them. Malefic Territory helps here as well since it negates that effect during the Battle Phase, plus it makes it so you can't have duplicates of a corrupted monster instead, but this can be a bad thing since Truth can wipe the board of all your opponent's monsters and Stardust won't be able to protect whatever non-Malefic World Field Spell you have in play.

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** All of their heavier hitters need a Field Spell in play in order to not destroy themselves once summoned, with [[https://yugipedia.com/wiki/Malefic_Paradigm_Dragon Malefic Paradigm]] and [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Malefic Paradox]] needing [[https://yugipedia.com/wiki/Malefic_World Malefic World]] specifically. [[https://yugipedia.com/wiki/Malefic_Territory Malefic Territory]] does protect Malefic World, but it doesn't do anything to protect itself.
specifically.
** Said heavier hitters that aren't Paradox, Paradigm, [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Stardust]], or [[https://yugipedia.com/wiki/Malefic_Truth_Dragon Truth Dragon]] are just glorified beatsticks.
** You
beatsticks. Not to mentioned you can only have one corrupted Malefic monster on the field and you can only use it and it alone to attack, meaning the ones exclusive to the archetype aren't going to do much. Not helping is how they have the exact same ATK and DEF as their regular counterparts, which you need to banish from your deck in order to summon them.
** [[https://yugipedia.com/wiki/Malefic_Territory
Malefic Territory helps here as well since Territory]] does help to protect Malefic World (though it doesn't do anything to protect itself), negates that effect Malefic's monster effects during the Battle Phase, Phase so you can attack with other monsters, plus it makes it so you can't have duplicates of a corrupted monster instead, but this can be a bad thing since Truth can wipe the board of all your opponent's monsters and Stardust won't be able to protect whatever non-Malefic World Field Spell you have in play.
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** You can only have one corrupted Malefic monster on the field and you can only use it and it alone to attack, meaning the ones exclusive to the archetype aren't going to do much. Not helping is how they have the exact same ATK and DEF as their regular counterparts, which you need to banish from your deck in order to summon them. Malefic Territory helps here as well since it negates that effect during the Battle Phase, plus it makes it so you can't have duplicates of a corrupted monster instead, but this can be a bad thing since Truth can wipe the board of all your opponent's monsters.

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** You can only have one corrupted Malefic monster on the field and you can only use it and it alone to attack, meaning the ones exclusive to the archetype aren't going to do much. Not helping is how they have the exact same ATK and DEF as their regular counterparts, which you need to banish from your deck in order to summon them. Malefic Territory helps here as well since it negates that effect during the Battle Phase, plus it makes it so you can't have duplicates of a corrupted monster instead, but this can be a bad thing since Truth can wipe the board of all your opponent's monsters.monsters and Stardust won't be able to protect whatever non-Malefic World Field Spell you have in play.
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** All of their heavier hitters need a Field Spell in play in order to not destroy themselves once summoned, with [[https://yugipedia.com/wiki/Malefic_Paradigm_Dragon Malefic Paradigm Dragon]] needing [[https://yugipedia.com/wiki/Malefic_World Malefic World]] specifically. [[https://yugipedia.com/wiki/Malefic_Territory Malefic Territory]] does protect Malefic World, but it doesn't do anything to protect itself.
** Said heavier hitters that aren't [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Paradox]], [[https://yugipedia.com/wiki/Malefic_Paradigm_Dragon Paradigm]], [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Stardust]], or [[https://yugipedia.com/wiki/Malefic_Truth_Dragon Truth Dragon]] are just glorified beatsticks.

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** All of their heavier hitters need a Field Spell in play in order to not destroy themselves once summoned, with [[https://yugipedia.com/wiki/Malefic_Paradigm_Dragon Malefic Paradigm Dragon]] Paradigm]] and [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Malefic Paradox]] needing [[https://yugipedia.com/wiki/Malefic_World Malefic World]] specifically. [[https://yugipedia.com/wiki/Malefic_Territory Malefic Territory]] does protect Malefic World, but it doesn't do anything to protect itself.
** Said heavier hitters that aren't Paradox, Paradigm, [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Paradox]], [[https://yugipedia.com/wiki/Malefic_Paradigm_Dragon Paradigm]], [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Stardust]], or [[https://yugipedia.com/wiki/Malefic_Truth_Dragon Truth Dragon]] are just glorified beatsticks.
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* The Malefic monsters seem pretty cool on paper, with the vast majority of them being corrupted versions of ace monsters of key anime characters, like [[https://yugipedia.com/wiki/Malefic_Blue-Eyes_White_Dragon Malefic Blue-Eyes White Dragon]]. However, the archetype does come with a few caveats.
** Any deck that uses them has to focus on them alone with little to no room for outside support.
** All of their heavier hitters need a Field Spell in play in order to not destroy themselves once summoned, with [[https://yugipedia.com/wiki/Malefic_Paradigm_Dragon Malefic Paradigm Dragon]] needing [[https://yugipedia.com/wiki/Malefic_World Malefic World]] specifically. [[https://yugipedia.com/wiki/Malefic_Territory Malefic Territory]] does protect Malefic World, but it doesn't do anything to protect itself.
** Said heavier hitters that aren't [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Paradox]], [[https://yugipedia.com/wiki/Malefic_Paradigm_Dragon Paradigm]], [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Stardust]], or [[https://yugipedia.com/wiki/Malefic_Truth_Dragon Truth Dragon]] are just glorified beatsticks.
** You can only have one corrupted Malefic monster on the field and you can only use it and it alone to attack, meaning the ones exclusive to the archetype aren't going to do much. Not helping is how they have the exact same ATK and DEF as their regular counterparts, which you need to banish from your deck in order to summon them. Malefic Territory helps here as well since it negates that effect during the Battle Phase, plus it makes it so you can't have duplicates of a corrupted monster instead, but this can be a bad thing since Truth can wipe the board of all your opponent's monsters.
** Speaking of Truth, it can only be summoned after another Malefic monster was destroyed and by paying half your Life Points.
** You pretty much ''need'' Malefic Stardust if you have a non-Malefic World Field Spell on the field or if you do have Malefic World but you don't have Malefic Territory.
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* [[https://yugipedia.com/wiki/Mirage_Knight Mirage Knight]] sounds like an excellent card to have for a beatdown strategy. After all, it can give itself a boost based on the original ATK of the monster it was battling. However, it can only be summoned by the effect of [[https://yugipedia.com/wiki/Dark_Flare_Knight Dark Flare Knight]], a Fusion Monster that needs another Fusion Monster to be summoned. While said Fusion Monster can be brought onto the field with Instant Fusion, there's still the issue of Mirage Knight banishing itself at the end of the turn it attacks, so be prepared to have a follow-up if Mirage Knight didn't win you the Duel.
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* Similarly, [[http://yugipedia.com/wiki/Exodia_Necross Exodia Necross]]. It starts off with 1800 Attack and gains 500 at the start of each of your turns, and can't be destroyed in battle, or as a result of any Spells or Traps (meaning no Raigeki or Mirror Force will get it off the field). The catch is that it can only be Special Summoned with a Spell Card that you can only use if all five pieces of Exodia are in your graveyard. And if any of those pieces are removed from the graveyard, it is immediately destroyed and can't be revived. It can also be destroyed by monster effects and can be gotten off the field by any non-destruction removal.

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* Similarly, [[http://yugipedia.com/wiki/Exodia_Necross Exodia Necross]]. It starts off with 1800 Attack and gains 500 at the start of each of your turns, and can't be destroyed in battle, or as a result of any Spells or Traps (meaning no Raigeki or Mirror Force will get it off the field). The catch is that it can only be Special Summoned with a Spell Card that you can only use if all five pieces of Exodia are in your graveyard.graveyard, and even then Necross has to be in your hand. And if any of those pieces are removed from the graveyard, it is immediately destroyed and can't be revived. It can also be destroyed by monster effects and can be gotten off the field by any non-destruction removal.
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* [[http://yugipedia.com/wiki/Perfectly_Ultimate_Great_Moth Perfectly Ultimate Great Moth]]. Summoning it as originally intended is pretty much impossible, as you have to equip [[http://yugipedia.com/wiki/Petit_Moth Petit Moth]] with [[http://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon Of Evolution]], then wait for 6 turns before it can finally hit the field. Some legacy support remedied this, turning the archetype into a semisolid competitor in a game oversaturated with boss monsters. Say hello to [[http://yugipedia.com/wiki/Cocoon_of_Ultra_Evolution Cocoon of Ultra Evolution]] and [[http://yugipedia.com/wiki/Parasite_Paranoid Parasite Paranoid]], which allow you to bring out two [=PUGM=]s in a single turn while also getting rid of one of your opponent's monsters! It's still not particularly good, since it's nothing but a giant beatstick, but it does make the card actually possible to play. And even them, it gets beat out by [[https://yugipedia.com/wiki/Ultimate_Great_Insect Ultimate Great Insect]], which can be summoned by tributing an Insect with 2000 or more DEF and an Equip Card... like Petit Moth equipped with Cocoon of Evolution. Sure, Ultimate Great Insect has 500 ATK less than PUGM, but 3000 ATK is nothing to sneeze at either. Also, it can't be destroyed by battle and can wipe the board of your opponent's monsters if there's a Field Spell in play, making it significantly more useful than PUGM.

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* [[http://yugipedia.com/wiki/Perfectly_Ultimate_Great_Moth Perfectly Ultimate Great Moth]]. Summoning it as originally intended is pretty much impossible, as you have to equip [[http://yugipedia.com/wiki/Petit_Moth Petit Moth]] with [[http://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon Of Evolution]], then wait for 6 turns before it can finally hit the field. Some legacy support remedied this, turning the archetype into a semisolid competitor in a game oversaturated with boss monsters. Say hello to [[http://yugipedia.com/wiki/Cocoon_of_Ultra_Evolution Cocoon of Ultra Evolution]] and [[http://yugipedia.com/wiki/Parasite_Paranoid Parasite Paranoid]], which allow you to bring out two [=PUGM=]s in a single turn while also getting rid of one of your opponent's monsters! It's still not particularly good, since it's nothing but a giant beatstick, but it does make the card actually possible to play. And even them, then, it gets beat out by [[https://yugipedia.com/wiki/Ultimate_Great_Insect Ultimate Great Insect]], which can be summoned by tributing an Insect with 2000 or more DEF and an Equip Card... like Petit Moth equipped with Cocoon of Evolution. Sure, Ultimate Great Insect has 500 ATK less than PUGM, but 3000 ATK is nothing to sneeze at either. Also, it can't be destroyed by battle and can wipe the board of your opponent's monsters if there's a Field Spell in play, making it significantly more useful than PUGM.
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* [[http://yugipedia.com/wiki/Perfectly_Ultimate_Great_Moth Perfectly Ultimate Great Moth]]. Summoning it as originally intended is pretty much impossible, as you have to equip [[http://yugipedia.com/wiki/Petit_Moth Petit Moth]] with [[http://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon Of Evolution]], then wait for 6 turns before it can finally hit the field. Some legacy support remedied this, turning the archetype into a semisolid competitor in a game oversaturated with boss monsters. Say hello to [[http://yugipedia.com/wiki/Cocoon_of_Ultra_Evolution Cocoon of Ultra Evolution]] and [[http://yugipedia.com/wiki/Parasite_Paranoid Parasite Paranoid]], which allow you to bring out two [=PUGM=]s in a single turn while also getting rid of one of your opponent's monsters! It's still not particularly good, since it's nothing but a giant beatstick, but it does make the card actually possible to play.

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* [[http://yugipedia.com/wiki/Perfectly_Ultimate_Great_Moth Perfectly Ultimate Great Moth]]. Summoning it as originally intended is pretty much impossible, as you have to equip [[http://yugipedia.com/wiki/Petit_Moth Petit Moth]] with [[http://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon Of Evolution]], then wait for 6 turns before it can finally hit the field. Some legacy support remedied this, turning the archetype into a semisolid competitor in a game oversaturated with boss monsters. Say hello to [[http://yugipedia.com/wiki/Cocoon_of_Ultra_Evolution Cocoon of Ultra Evolution]] and [[http://yugipedia.com/wiki/Parasite_Paranoid Parasite Paranoid]], which allow you to bring out two [=PUGM=]s in a single turn while also getting rid of one of your opponent's monsters! It's still not particularly good, since it's nothing but a giant beatstick, but it does make the card actually possible to play. And even them, it gets beat out by [[https://yugipedia.com/wiki/Ultimate_Great_Insect Ultimate Great Insect]], which can be summoned by tributing an Insect with 2000 or more DEF and an Equip Card... like Petit Moth equipped with Cocoon of Evolution. Sure, Ultimate Great Insect has 500 ATK less than PUGM, but 3000 ATK is nothing to sneeze at either. Also, it can't be destroyed by battle and can wipe the board of your opponent's monsters if there's a Field Spell in play, making it significantly more useful than PUGM.
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* The Spell card [[http://yugipedia.com/wiki/Reversal_Quiz Reversal Quiz]]: To use it, you have to discard your entire hand and get rid of every card you have on the field. Afterwards, you have to guess what the card on the top of your deck is (Monster, Trap, or Spell). If you guess correctly, you get to swap Life Points with your opponent. Whilst this seems like a decent enough payoff, if you fail to guess the card on top of your deck, you're essentially defenseless against your opponent (unless you've got more Life Points than them, which defeats the purpose of playing the card in the first place). If you do guess it correctly, you'll still have to hope that the very next card you pick up is a decent card which can defend you from your opponent, since they'll essentially get a free shot at you after you activate Reversal Quiz. If it isn't a decent card, then by the time you can get a decent enough defense up, your opponent will probably have whittled your Life Points down to what they were when you played the card. In short, it is virtually impossible to play Reversal Quiz and get out of a situation which only it could have solved/improved. The only use of this card is a [[https://yugipedia.com/index.php?title=Reversal_Quiz_OTK&oldid=5013359 really gimmicky OTK.]]

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* The Spell card [[http://yugipedia.com/wiki/Reversal_Quiz Reversal Quiz]]: To use it, you have to discard your entire hand and get rid of every card you have on the field. Afterwards, you have to guess what the card on the top of your deck is (Monster, Trap, or Spell). If you guess correctly, you get to swap Life Points with your opponent. Whilst this seems like a decent enough payoff, if you fail to guess the card on top of your deck, you're essentially defenseless against your opponent (unless you've got more Life Points than them, which defeats the purpose of playing the card in the first place). If you do guess it correctly, you'll still have to hope that the very next card you pick up is a decent card which can defend you from your opponent, since they'll essentially get a free shot at you after you activate Reversal Quiz. If it isn't a decent card, then by the time you can get a decent enough defense up, your opponent will probably have whittled your Life Points down to what they were when you played the card. In short, it is virtually impossible to play Reversal Quiz and get out of a situation which only it could have solved/improved. The only use of this card is a [[https://yugipedia.com/index.php?title=Reversal_Quiz_OTK&oldid=5013359 really gimmicky OTK.]]OTK[[note]]Paying almost all LP, stacking the deck through some means, setting a card that deals damage when sent to the Graveyard, and then triggering Reversal Quiz--after it resolves, the burn kicks in and knocks out the last of the opponent's LP[[/note]].
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* [[https://yugipedia.com/wiki/Time_Wizard Time Wizard]]. As much of a game changer as it was in the anime, in the game it's completely different. Once per turn, you flip a coin, and based on the result, you can either destroy all of your monsters and take half their total ATK as damage or destroy all of your opponent's monsters. Note how the damage effect doesn't apply to your opponent. Not only that, but it's not a heads-or-tails situation as with most other cards that involve a coin toss. You have to toss the coin, call heads or tails, and based on whether you called it right or not, you either wipe your board of all monsters and take half their combined ATK as damage or wipe your opponent's board of monsters. Not helping is how it has a meager 500 ATK and 400 DEF, meaning you can't do much if you do manage to call the coin toss right without boosting it. It does get an advanced counterpart with [[https://yugipedia.com/wiki/Time_Wizard_of_Tomorrow Time Wizard of Tomorrow]], which does give you a chance to deal burn damage to your opponent based on half the combined original ATK of all monsters on the field. You also only need Time Wizard and an Effect Monster to summon it, so it's pretty much guaranteed to make it onto the field in a Fusion Deck. However, that means you have to wipe the field of ''all monsters'', meaning you're options are limited if your opponent survived and still has a trick up their sleave. There's also the "toss a coin and call it" stipulation that Time Wizard carries over to Tomorrow. And even with all of those problems on the table, those only become problems if Tomorrow was Fusion Summoned, meaning all you have if you summon it from the Graveyard is a slightly-above-mediocre beatstick.

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* [[https://yugipedia.com/wiki/Time_Wizard Time Wizard]]. As much of a game changer as it was in the anime, in the game it's completely different. Once per turn, you flip a coin, and based on the result, you can either destroy all of your monsters and take half their total ATK as damage or destroy all of your opponent's monsters. Note how the damage effect doesn't apply to your opponent. Not only that, but it's not a heads-or-tails situation as with most other cards that involve a coin toss. You have to toss the coin, call heads or tails, and based on whether you called it right or not, you either wipe your board of all monsters and take half their combined ATK as damage or wipe your opponent's board of monsters. Not helping is how it has a meager 500 ATK and 400 DEF, meaning you can't do much if you do manage to call the coin toss right without boosting it. It does get an advanced counterpart with [[https://yugipedia.com/wiki/Time_Wizard_of_Tomorrow Time Wizard of Tomorrow]], which does give you a chance to deal burn damage to your opponent based on half the combined original ATK of all monsters on the field. You also only need Time Wizard and an Effect Monster to summon it, so it's pretty much guaranteed to make it onto the field in a Fusion Deck. However, that means you have to wipe the field of ''all monsters'', meaning you're options are limited if your opponent survived and still has a trick up their sleave. There's also the "toss a coin and call it" stipulation that Time Wizard carries over to Tomorrow. And even with all of those problems on the table, those only become problems if Tomorrow was Fusion Summoned, meaning all you have if you summon it from the Graveyard is a slightly-above-mediocre beatstick.
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* [[https://yugipedia.com/wiki/Dark_Sage Dark Sage]] seems like a good card to have in a Dark Magician Deck. After all, he has 1100 DEF more than Dark Magician, making him a pretty good StoneWall, and can search your deck for a Spell Card. He can even be summoned from your deck. However, the only way to get him onto the field is to activate Time Wizard's effect with Dark Magician on the field and hope that you called the coin toss right so you can tribute Dark Magician and summon Dark Sage. Also, that Spell Card search effect only activates when he's been summoned, meaning splash decks will need the Heart of the Cards if they plan to get some mileage out of this effect.

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* [[https://yugipedia.com/wiki/Dark_Sage Dark Sage]] seems like a good card to have in a Dark Magician Deck.deck. After all, he has 1100 DEF more than Dark Magician, making him a pretty good StoneWall, and can search your deck for a Spell Card. He can even be summoned from your deck. However, the only way to get him onto the field is to activate Time Wizard's effect with Dark Magician on the field and hope that you called the coin toss right so you can tribute Dark Magician and summon Dark Sage. Also, that Spell Card search effect only activates when he's been summoned, meaning splash decks will need the Heart of the Cards if they plan to get some mileage out of this effect.
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* [[https://yugipedia.com/wiki/Time_Wizard Time Wizard]]. As much of a game changer as it was in the anime, in the game it's completely different. Once per turn, you flip a coin, and based on the result, you can either destroy all of your monsters and take half their total ATK as damage or destroy all of your opponent's monsters. Note how the damage effect doesn't apply to your opponent. Not only that, but it's not a heads-or-tails situation as with most other cards that involve a coin toss. You have to toss the coin, call heads or tails, and based on whether you called it right or not, you either wipe your board of all monsters and take half their combined ATK as damage or wipe your opponent's board of monsters. Not helping is how it has a meager 500 ATK and 400 DEF, meaning you can't do much if you do manage to call the coin toss right without boosting it. It does get an advanced counterpart with [[https://yugipedia.com/wiki/Time_Wizard_of_Tomorrow Time Wizard of Tomorrow]], which does give you a chance to deal burn damage to your opponent based on half the combined original ATK of all monsters on the field. You also only need Time Wizard and an Effect Monster to summon it, so it's pretty much guaranteed to make it onto the field in a Fusion Deck. However, that means you have to wipe the field of ''all monsters'', meaning you're options are limited if your opponent survived and still has a trick up their sleave. There's also the "toss a coin and call it" stipulation that Time Wizard carries over to Tomorrow. And even with all of those problems on the table, those only become problems if Tomorrow was Fusion Summoned, meaning all you have if you summon it from the Graveyard is a slightly-above-mediocre beatstick.
* [[https://yugipedia.com/wiki/Dark_Sage Dark Sage]] seems like a good card to have in a Dark Magician Deck. After all, he has 1100 DEF more than Dark Magician, making him a pretty good StoneWall, and can search your deck for a Spell Card. He can even be summoned from your deck. However, the only way to get him onto the field is to activate Time Wizard's effect with Dark Magician on the field and hope that you called the coin toss right so you can tribute Dark Magician and summon Dark Sage. Also, that Spell Card search effect only activates when he's been summoned, meaning splash decks will need the Heart of the Cards if they plan to get some mileage out of this effect.
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** While the Nekroz archetype, in general, subverts this for most of their members in relation to what was said about Ritual Monsters at the top of this page, the [[http://yugipedia.com/wiki/Nekroz_of_Sophia Nekroz version of Sophia]] is different. Both of its effects are actually great: lock your opponent's Extra Deck for one Main Phase, or nuke the fields and graveyards. So, here's the impractical: to summon her, you need to tribute 3 monsters on your side of the field with different types. Not impractical enough? It would seem so, except that due to Sophia's restriction, '''you cannot summon them in the turn you're going to bring Sophia out.''' Actually, you can't even summon other monsters in that turn, because Sophia must be brought out in a turn in which you didn't Normal Summon, Set or Special Summon. Basically, you have to keep three monsters with different types and exactly 11 levels in your field for one turn to bring her out. And that's not going into the fact she negates the awesome and not-at-all impractical nature of the Nekroz Ritual Spell cards: Cycle cannot summon her from the Graveyard, Mirror cannot banish materials from the Graveyard and Kaleidoscope (the best Ritual Spell in the archetype) ''cannot summon her at all''. "Oh, but I can use the hand effect to keep my opponent at bay, right?" Right, but her effect also requires you to discard one of your Nekroz Ritual Spell cards, which is a huge price to pay in an archetype that heavily depends on their Ritual Summons. Not to mention that her Extra Deck lockout only lasts for that ''Main Phase 1'' instead of the entire turn, [[http://yugipedia.com/wiki/Vanity%27s_Emptiness other]] [[http://yugipedia.com/wiki/Artifact_Scythe cards]] [[http://yugipedia.com/wiki/Dimensional_Barrier work]] much better than that.

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** While the Nekroz archetype, in general, subverts this for most of their members in relation to what was said about Ritual Monsters at the top of this page, the [[http://yugipedia.com/wiki/Nekroz_of_Sophia Nekroz version of Sophia]] is different.plays it painfully straight. Both of its effects are actually great: lock your opponent's Extra Deck for one Main Phase, or nuke the fields and graveyards. So, here's the impractical: to summon her, you need to tribute 3 monsters on your side of the field with different types. Not impractical enough? It would seem so, except that due to Sophia's restriction, '''you cannot summon them in the turn you're going to bring Sophia out.''' Actually, you can't even summon other monsters in that turn, because Sophia must be brought out in a turn in which you didn't Normal Summon, Set or Special Summon. Basically, you have to keep three monsters with different types and exactly 11 levels in your field for one turn to bring her out. And that's not going into the fact she negates the awesome and not-at-all impractical nature of the Nekroz Ritual Spell cards: Cycle cannot summon her from the Graveyard, Mirror cannot banish materials from the Graveyard and Kaleidoscope (the best Ritual Spell in the archetype) ''cannot summon her at all''. "Oh, but I can use the hand effect to keep my opponent at bay, right?" Right, but her effect also requires you to discard one of your Nekroz Ritual Spell cards, which is a huge price to pay in an archetype that heavily depends on their Ritual Summons. Not to mention that her Extra Deck lockout only lasts for that ''Main Phase 1'' instead of the entire turn, [[http://yugipedia.com/wiki/Vanity%27s_Emptiness other]] [[http://yugipedia.com/wiki/Artifact_Scythe cards]] [[http://yugipedia.com/wiki/Dimensional_Barrier work]] much better than that.

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The ''TabletopGame/YuGiOh'' card game has so many cool cards that are so heavily reliant on [[TheMagicPokerEquation the Heart of the Cards]] that it gets its own page. Many of them are hard to summon or activate, and it's not worth it during a competition. For actual awesome ''and'' practical cards, see [[GameBreaker/YuGiOhCardGame here]].

Keep in mind, given the right deck, most of these examples can be viable if you have the time and creativity to do so.

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The ''TabletopGame/YuGiOh'' card game has so many cool cards that are so heavily reliant on [[TheMagicPokerEquation the Heart of the Cards]] that it gets its own page. Many of them are hard to summon or activate, and it's not worth it during a competition. competition.

In competitive circles, these cards are often referred to as "win more" cards: that is to say, cards that don't help you win, but do help you win even more when you're already winning. The typical definition is a card that really only does something if the player already has a strong, established field or is otherwise beating the opponent significantly in terms of resources.

For actual awesome ''and'' practical cards, see [[GameBreaker/YuGiOhCardGame here]].

Keep
here]]. Also, keep in mind, given the right deck, most of these examples can be viable if you have the time and creativity to do so.
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* On the subject of very effective Monsters with annoyingly-difficult Summoning conditions, meet [[http://yugipedia.com/wiki/Fushioh_Richie Fusioh Richie]] [[BlindIdiotTranslation (or Nosferatu Lich if you're not dumb)]]. Richie has a pretty impressive set of stats, he's immune to Spell and trap card effects which target, and he can Summon a Zombie once per turn. He was also available in Pharaonic Guardian, a very early set, at a time when Zombies were a very popular Deck type. This obviously led to a massive surge of Decks with him as the ace, right? Well, not so much. To Summon Richie, you need to play [[http://yugipedia.com/wiki/Great_Dezard Great Dezard]], a one-Tribute Spellcaster with 1900 ATK, and then use Great Dezard to destroy at least two opponent's Monsters. Only then can you Tribute Dezard to summon Richie. Even in the days when Summoned Skull was considered a game-winning card, this was way, way too slow, and in the modern day, it's gone from slow to glacial.

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* On the subject of very effective Monsters with annoyingly-difficult Summoning conditions, meet [[http://yugipedia.com/wiki/Fushioh_Richie Fusioh Richie]] [[BlindIdiotTranslation (or Nosferatu Lich if you're not dumb)]]. Richie has a pretty impressive set of stats, he's immune to Spell and trap card effects which target, and he can Summon a Zombie once per turn. He was also available in Pharaonic Guardian, a very early set, at a time when Zombies were a very popular Deck type. This obviously led to a massive surge of Decks with him as the ace, right? Well, not so much. To Summon Richie, you need to play [[http://yugipedia.com/wiki/Great_Dezard Great Dezard]], a one-Tribute Spellcaster with 1900 ATK, and then use Great Dezard to destroy at least two opponent's Monsters. Only then can you Tribute Dezard to summon Richie. This means that, in order to make Richie the ace it was meant to be, you have to stick a card with no synergy and mediocre at best stats into a deck built around a specific type and have it stay alive long enough to destroy at least two monsters and summon a card that does have synergy with your deck. Even in the days when Summoned Skull was considered a game-winning card, this was way, way too slow, and in the modern day, it's gone from slow to glacial.
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* On the subject of very effective Monsters with annoyingly-difficult Summoning conditions, meet [[http://yugipedia.com/wiki/Fushioh_Richie Fusioh Richie]] [[BlindIdiotTranslation (or Nosferatu Lich if you're not dumb)]]. Richie has a pretty impressive set of stats, he's immune to Spell and trap card effects which target, and he can Summon a Zombie once per turn. He was also available in Pharaonic Guardian, a very early set, at a time when Zombies were a very popular Deck type. This obviously led to a massive surge of Decks with him as the ace, right? Well, not so much. To Summon Richie, you need to play [[http://yugipedia.com/wiki/Great_Dezard Great Dezard]], a one-Tribute Spellcaster with 1900 ATK, and then use Great Dezard to destroy at least two opponent's Monsters. Only then can you Tribute Dezard to summon Richie. Even in the days when Summoned Skull was considered a game-winning card, this was way, way too slow, and in the modern day, it's gone from slow to glacial. Not helping is how Richie was clearly made for Zombie decks, a deck type that the Spellcaster-type Great Dezard has little to no synergy with.

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* On the subject of very effective Monsters with annoyingly-difficult Summoning conditions, meet [[http://yugipedia.com/wiki/Fushioh_Richie Fusioh Richie]] [[BlindIdiotTranslation (or Nosferatu Lich if you're not dumb)]]. Richie has a pretty impressive set of stats, he's immune to Spell and trap card effects which target, and he can Summon a Zombie once per turn. He was also available in Pharaonic Guardian, a very early set, at a time when Zombies were a very popular Deck type. This obviously led to a massive surge of Decks with him as the ace, right? Well, not so much. To Summon Richie, you need to play [[http://yugipedia.com/wiki/Great_Dezard Great Dezard]], a one-Tribute Spellcaster with 1900 ATK, and then use Great Dezard to destroy at least two opponent's Monsters. Only then can you Tribute Dezard to summon Richie. Even in the days when Summoned Skull was considered a game-winning card, this was way, way too slow, and in the modern day, it's gone from slow to glacial. Not helping is how Richie was clearly made for Zombie decks, a deck type that the Spellcaster-type Great Dezard has little to no synergy with.
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* On the subject of very effective Monsters with annoyingly-difficult Summoning conditions, meet [[http://yugipedia.com/wiki/Fushioh_Richie Fusioh Richie]] [[BlindIdiotTranslation (or Nosferatu Lich if you're not dumb)]]. Richie has a pretty impressive set of stats, he's immune to Spell and trap card effects which target, and he can Summon a Zombie once per turn. He was also available in Pharaonic Guardian, a very early set, at a time when Zombies were a very popular Deck type. This obviously led to a massive surge of Decks with him as the ace, right? Well, not so much. To Summon Richie, you need to play [[http://yugipedia.com/wiki/Great_Dezard Great Dezard]], a one-Tribute Spellcaster with 1900 ATK, and then use Great Dezard to destroy at least two opponent's Monsters. Only then can you Tribute Dezard to summon Richie. Even in the days when Summoned Skull was considered a game-winning card, this was way, way too slow, and in the modern day, it's gone from slow to glacial.

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* On the subject of very effective Monsters with annoyingly-difficult Summoning conditions, meet [[http://yugipedia.com/wiki/Fushioh_Richie Fusioh Richie]] [[BlindIdiotTranslation (or Nosferatu Lich if you're not dumb)]]. Richie has a pretty impressive set of stats, he's immune to Spell and trap card effects which target, and he can Summon a Zombie once per turn. He was also available in Pharaonic Guardian, a very early set, at a time when Zombies were a very popular Deck type. This obviously led to a massive surge of Decks with him as the ace, right? Well, not so much. To Summon Richie, you need to play [[http://yugipedia.com/wiki/Great_Dezard Great Dezard]], a one-Tribute Spellcaster with 1900 ATK, and then use Great Dezard to destroy at least two opponent's Monsters. Only then can you Tribute Dezard to summon Richie. Even in the days when Summoned Skull was considered a game-winning card, this was way, way too slow, and in the modern day, it's gone from slow to glacial. Not helping is how Richie was clearly made for Zombie decks, a deck type that the Spellcaster-type Great Dezard has little to no synergy with.
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* The Wicked Gods and the legal version of Egyptian God Cards, heavily nerfed from the anime. They fall to a [[http://yugipedia.com/wiki/Mirror_Force Mirror Force]] just as easily as any other monster when they attack. Especially that Wicked Gods cannot be Special Summoned.
** [[http://yugipedia.com/wiki/The_Wicked_Eraser The Wicked Eraser]] is particularly flawed. First of all, he can't be Special Summoned, which means if he's sent to the Graveyard (which is quite likely considering almost all of his effects occur when he's sent to the Graveyard), he's done. (Unless you plan to use Monster Reincarnation, or something like that.) On top of that, his attack and defense are equal to the number of cards your opponent controls x1000, which means if your opponent controls only one monster with 1100 ATK or more, he's done. When [[https://yugipedia.com/wiki/Metaltron_XII,_the_True_Dracombatant Metaltron XII, the True Dracombatant]] is far easier to summon and has better effects then the God cards, you know this is Awesome but Impractial.

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* The Wicked Gods and the legal version of Egyptian God Cards, heavily nerfed from the anime. They fall to a [[http://yugipedia.com/wiki/Mirror_Force Mirror Force]] just as easily as any other monster when they attack. Especially that The Wicked Gods struggle even more than their Egyptian counterparts, as they cannot be Special Summoned.
** [[http://yugipedia.com/wiki/The_Wicked_Eraser The Wicked Eraser]] is particularly flawed. First of all, he can't be Special Summoned, which means if he's sent to the Graveyard (which is quite likely considering almost all of his effects occur when he's sent to the Graveyard), he's done. (Unless you plan to use Monster Reincarnation, or something like that.) On top of that, his Its attack and defense are equal to the number of cards your opponent controls x1000, which means if your opponent controls only one monster with 1100 ATK or more, he's it's done. When [[https://yugipedia.com/wiki/Metaltron_XII,_the_True_Dracombatant Metaltron XII, the True Dracombatant]] is far easier to summon Though it does have a fairly strong field-nuke effect upon destruction, and has better effects then the God cards, you know it can also destroy itself to trigger that effect, this is Awesome but Impractial.a huge waste of resources when dealing with a three-tribute monster that cannot be Special Summoned. Even in its manga appearances, it was called out for being surprisingly temperamental to use, thanks to its constantly fluctuating stats.



* [[http://yugipedia.com/wiki/Armityle_the_Chaos_Phantom Armityle the Chaos Phantom]]. It requires banishing three cards (the [[http://yugipedia.com/wiki/Sacred_Beast Sacred Beasts]], who can also fall under this trope), however since each of those three cards themselves require three cards to play, it really takes a total of 12 cards to get out. It gains a whopping 10,000 attack during your turn, meaning any successful attack would almost certainly win you the game (unless your opponent had a +2000 attack monster or really boosted his life points) since you start with 8000 life points. As if being ridiculously hard to get out wasn't enough, it only gains 10,000 attack during your turn, can be destroyed by any common methods (except battle), and is actually inferior than the combine might of the cards it requires (the Sacred Beasts combined may have as little as 8,000 attack, but usually will have +12,000 attack). However, with the release of the new Sacred Beasts Structure Deck, which contained not only more searchers for the Sacred Beasts, but even a dedicated Fusion Spell card to Fusion out Armityle, as well as a new version of Armityle that not only banishes your opponent's entire field at the end of your turn, but also Special Summons out the original for free, it seems the issues concerning Armityle's summoning conditions have been dealt with--it still isn't a great card, but a 10,000-ATK swing off a single card can usually reliably end a duel.

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* [[http://yugipedia.com/wiki/Armityle_the_Chaos_Phantom Armityle the Chaos Phantom]]. It requires banishing three cards (the [[http://yugipedia.com/wiki/Sacred_Beast Sacred Beasts]], who can also fall under this trope), however since each of those three cards themselves require three cards to play, it really takes a total of 12 cards to get out. It gains a whopping 10,000 attack during your turn, meaning any successful attack would almost certainly win you the game (unless your opponent had a +2000 attack monster or really boosted his life points) since you start with 8000 life points. As if being ridiculously hard to get out wasn't enough, it only gains 10,000 attack during your turn, can be destroyed by any common methods (except battle), and is actually inferior than the combine combined might of the cards it requires (the Sacred Beasts combined may have as little as 8,000 attack, but usually will have +12,000 attack). However, with the release of the new Sacred Beasts Structure Deck, which contained not only more searchers for the Sacred Beasts, but even a dedicated Fusion Spell card to Fusion out Armityle, as well as a new version of Armityle that not only banishes your opponent's entire field at the end of your turn, but also Special Summons out the original for free, it seems the issues concerning Armityle's summoning conditions have been dealt with--it still isn't a great card, but a 10,000-ATK swing off a single card can usually reliably end a duel.

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