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* [[https://yugipedia.com/wiki/Digital_Bug Digital Bugs]] are notoriously regarded as one of the worst-designed sets of cards in the game, primarily due to a gameplan that actually ''interrupted itself''[[note]]The archetype's main deck monsters are all level 3 Insects that give a monster Xyz Summoned with them extra effects, but the deck has only [[https://yugipedia.com/wiki/Digital_Bug_Scaradiator one rather weak Rank 3]], with its [[https://yugipedia.com/wiki/Digital_Bug_Corebage higher-rank]] [[https://yugipedia.com/wiki/Digital_Bug_Rhinosebus Monsters]] being summoned by ranking up said Rank 3, meaning they can't make use of their main deck effects on their stronger monsters. The process of said rankup also requires the cost of two materials, which means the deck can't simply cycle through its monsters like some other Xyz Change-focused decks, requiring further setup and leaving their monsters unable to use effects without blocking the rankup, while leaving the final result with fewer Xyz materials.[[/note]] until the release of [[https://yugipedia.com/wiki/Digital_Bug_Registrider Digital Bug Registrider]] five years down the line made summoning their strong monsters actually feasible. Aside from that, Digital Bugs also happen to be an Xyz-focused deck that locks itself into an absurdly limited pool (Rank 3, 5, and 7 Insects, of which there are seven in the game), most of their main deck cards require themselves to be switched into Defense Position to do anything (the series has two ways to accomplish this without outside support and one is Registrider), and once you've thrown all your work into summoning that Xyz, you realize that nearly all Digital Bug offensive effects are based on position-changing or Defense Position in some way, meaning that ''any'' Link Monster is immune to 90% of the archetype, and frequently aren't all that great otherwise. It's even worse because their artwork and theming is interesting (computer bugs personified as actual electronic insect beings), but the deck in no way lives up to it. And to add insult to injury, the concepts of one-card Xyz Summoning and Xyz monsters inheriting the effects of their materials ended up being incorporated into ''Zoodiacs'', which are listed under High Tier for a very good reason.
** Digital Bugs also have the unusual honor of coming from an era where Field Spells were often designed to be the centerpiece of a deck, while having possibly the worst archetypal Field Spell in the game: [[https://yugipedia.com/wiki/Bug_Matrix Bug Matrix]]. For comparison, there were [[https://yugipedia.com/wiki/Mausoleum_of_White four]] [[https://yugipedia.com/wiki/Amorphous_Persona other]] [[https://yugipedia.com/wiki/Deskbot_Base Field]] [[https://yugipedia.com/wiki/Fire_King_Island Spells]] in the same set, and they all had at least three effects. Bug Matrix has two. The first, attaching materials to an Insect-type Xyz from the hand, is effectively a -1 that doesn't advance anything but making the deck's convoluted rankup easier ''and'' is hard-once-per-turn for some reason. The second is boosting Insect ATK by 300, a whole 100 points more than [[https://yugipedia.com/wiki/Forest cards released in 1999.]]
* The [[https://yugipedia.com/wiki/Mecha_Phantom_Beast Mecha Phantom Beasts]] are designed around Summoning their Level 3 0/0 Tokens which protect the cards and can be used for their secondary effects. Their first wave of support was built around Xyz Summoning and their main playmakers involuntarily increase their Levels with each Token they summon, while subsequent waves added Tuners to open them up to Synchro Summon. The involuntary Level increase made it awkward to get to the Ranks you want if you have too many Tokens, the Synchro Monsters are a bit too hard to access due to the Tuners needing other MPB assistance to generate Tokens to get a play started, and the S/T support didn't help the game plan due to needing too much of a resource Tribute for their effects. All in all, they're more remembered for [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_Dracossack Dracossack]] because of its use in Dragon Rulers, and for [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_Auroradon Auroradon]] and [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_O-Lion O-Lion]] which are more of a product of a generic engine rather than the merits of the rest of the archetype.

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* [[https://yugipedia.com/wiki/Digital_Bug Digital Bugs]] are notoriously regarded as one of the worst-designed sets of cards in the game, primarily due to a gameplan game plan that actually ''interrupted itself''[[note]]The itself''.[[note]]The archetype's main deck monsters are all level 3 Insects that give a monster Xyz Summoned with them extra effects, effects to any Xyz Monster that uses them as Material, but the deck has only [[https://yugipedia.com/wiki/Digital_Bug_Scaradiator one rather weak Rank 3]], with its and if you go into the [[https://yugipedia.com/wiki/Digital_Bug_Corebage higher-rank]] [[https://yugipedia.com/wiki/Digital_Bug_Rhinosebus Monsters]] being summoned by ranking up said Rank 3, meaning they can't make use of their main deck Ranking Up your lower-Rank monsters, the bonus effects on their stronger monsters. The process of said rankup don't transfer. You also requires the cost need to detach 2 Materials to Rank-Up so you have a net loss of two materials, which means the deck can't simply cycle through its monsters like some other Xyz Change-focused decks, requiring further setup and leaving their monsters unable to use effects without blocking the rankup, while leaving the final result Material with fewer Xyz materials.each Rank-Up unless you bend over backwards to add more.[[/note]] until the release of Even when [[https://yugipedia.com/wiki/Digital_Bug_Registrider Digital Bug Registrider]] was introduced five years down the line made summoning to streamline access to their strong monsters actually feasible. Aside higher-Rank monsters, they suffer from that, Digital Bugs also happen restricting themselves to be an Xyz-focused deck that locks itself into an absurdly limited pool (Rank 3, 5, and 7 Insects, of which there are seven in the game), most of their main deck cards require themselves to be switched into Defense Position to do anything (the series has two ways to accomplish this without outside support and one is Registrider), and once you've thrown all your work into summoning that Xyz, you realize that nearly all Digital Bug offensive effects are based on position-changing or Defense Position in some way, meaning that ''any'' Link Monster is immune to 90% of the archetype, and frequently aren't all that great otherwise. It's even worse because their artwork and theming is interesting (computer bugs personified as actual electronic insect beings), but the deck in no way lives up to it. And to add insult to injury, the concepts of one-card Xyz Summoning and Xyz monsters inheriting the effects of their materials ended up being incorporated into ''Zoodiacs'', which are listed under High Tier a HighTierScrappy for a very good reason.
**
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Digital Bugs also have the unusual honor of coming from an era where Field Spells were often designed to be the centerpiece of a deck, while having possibly the worst archetypal Field Spell in the game: [[https://yugipedia.com/wiki/Bug_Matrix Bug Matrix]]. For comparison, there were [[https://yugipedia.com/wiki/Mausoleum_of_White four]] [[https://yugipedia.com/wiki/Amorphous_Persona other]] [[https://yugipedia.com/wiki/Deskbot_Base Field]] [[https://yugipedia.com/wiki/Fire_King_Island Spells]] in the same set, and they all had at least three effects. Bug Matrix has two. The first, attaching materials to an Insect-type Xyz from the hand, is effectively a -1 that doesn't advance anything but making the deck's convoluted rankup easier ''and'' is hard-once-per-turn for some reason. The second is boosting Insect ATK by 300, a whole 100 points more than [[https://yugipedia.com/wiki/Forest cards released in 1999.]]
* The [[https://yugipedia.com/wiki/Mecha_Phantom_Beast Mecha Phantom Beasts]] are designed around Summoning their Level 3 0/0 Tokens which protect the cards and can be used for their secondary effects. Their first wave of support was built around Xyz Summoning and their main playmakers involuntarily increase their Levels with each Token they summon, while subsequent waves added Tuners to open them up to Synchro Summon. The involuntary Level increase made it awkward to get to the Ranks you want if you have too many Tokens, the Synchro Monsters are a bit too hard to access due to the Tuners needing other MPB assistance to generate Tokens to get a play started, and the S/T support didn't help the game plan due to needing too much of a resource you to Tribute too many resources for their effects. All in all, they're more the archetype is remembered for its individual cards rather than as a whole -- [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_Dracossack Dracossack]] because of its use was used as a tanky Rank 7 in Dragon Rulers, and for while [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_Auroradon Auroradon]] and [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_O-Lion O-Lion]] which are more of a product used as parts of a generic engine rather than the merits of the rest of the archetype.value engine.



* When one thinks of [[https://yugipedia.com/wiki/Evol Evols]], they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the [[https://yugipedia.com/wiki/Evolsaur Evolsaurs]], which boast reasonable statlines, had effects that relied entirely on being summoned by the [[https://yugipedia.com/wiki/Evoltile Evoltiles]], and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have [[https://yugipedia.com/wiki/Evo-Force Spells]] and [[https://yugipedia.com/wiki/Evo-Instant Traps]] to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present to set up an effortless Evolzar Xyz Summon. Even an [[https://yugipedia.com/wiki/Evo-Singularity effectively one trap card Evolzar xyz-summon]] proved insufficient to make them anything more than a rogue strategy at best.

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* When one thinks of [[https://yugipedia.com/wiki/Evol Evols]], they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the [[https://yugipedia.com/wiki/Evolsaur Evolsaurs]], which boast reasonable statlines, had effects that relied entirely on being summoned by the [[https://yugipedia.com/wiki/Evoltile Evoltiles]], and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have [[https://yugipedia.com/wiki/Evo-Force Spells]] and [[https://yugipedia.com/wiki/Evo-Instant Traps]] to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present used to set up an effortless Evolzar Xyz Summon. Even an [[https://yugipedia.com/wiki/Evo-Singularity effectively one trap card Evolzar xyz-summon]] proved insufficient to make them anything more than a rogue strategy at best.
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** Their boss monster, [[https://yugipedia.com/wiki/Rainbow_Dragon Rainbow Dragon]], is heavily AwesomeButImpractical. Playing it not only requires massive amounts of setup, but for the user to be running at least one copy of nearly every Crystal Beast, including the long-outdated ones. For all that work, it does boast 4000 ATK, but it has no protection at all, its effects can't be activated on the turn it's summoned, and both of them have additional costs. One requires the loss of all the Crystal Beast monsters you control just to pump up its stats (the one thing it ''doesn't'' need), and the other spins the whole field, but it banishes all Crystal Beasts in your Graveyard (likely crippling you for the rest of the duel), does not exempt Rainbow Dragon from the mass-spin, and is in an archetype that already has [[https://yugipedia.com/wiki/Crystal_Abundance a strong field-nuke option]]. The result is a card that, despite downright ''absurd'' buildup in the anime and requiring an entire deck built around it, ends up a GlassCannon that more often than not shoots its user instead of the opponent. Tellingly, just about every successful Crystal Beast deck eschews Rainbow Dragon; once Xyz and Links were added to the game, the deck found a far more constructive use of its swarming playstyle, and even in the ''GX'' and ''5D's'' period, [[https://yugipedia.com/wiki/Hamon,_Lord_of_Striking_Thunder several]] [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon other]] [[https://yugipedia.com/wiki/Dragon_Queen_of_Tragic_Endings cards]] much better filled the boss monster role. Subsequent support added "Ultimate Crystal" support and alternate forms for Rainbow Dragon, eventually leading to Rainbow Dragon seeing play, but only as a means to get to [[https://yugipedia.com/wiki/Ultimate_Crystal_Rainbow_Dragon_Overdrive Rainbow Dragon Overdrive]].

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** Their boss monster, [[https://yugipedia.com/wiki/Rainbow_Dragon Rainbow Dragon]], is heavily AwesomeButImpractical. Playing it not only requires massive amounts of setup, but for the user to be running at least one copy of nearly every Crystal Beast, including the long-outdated ones. For all that work, it does boast 4000 ATK, but it has no protection at all, its effects can't be activated on the turn it's summoned, and both of them have additional costs. One requires the loss of all the Crystal Beast monsters you control just to pump up its stats (the one thing it ''doesn't'' need), and the other spins the whole field, but it banishes all Crystal Beasts in your Graveyard (likely crippling you for the rest of the duel), does not exempt Rainbow Dragon from the mass-spin, and is in an archetype that already has [[https://yugipedia.com/wiki/Crystal_Abundance a strong field-nuke option]]. The result is a card that, despite downright ''absurd'' buildup in the anime and requiring an entire deck built around it, ends up a GlassCannon that more often than not shoots its user instead of the opponent. Tellingly, just about every successful Crystal Beast deck eschews Rainbow Dragon; once Xyz and Links were added to the game, the deck found a far more constructive use of its swarming playstyle, and even in the ''GX'' and ''5D's'' period, [[https://yugipedia.com/wiki/Hamon,_Lord_of_Striking_Thunder several]] [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon other]] [[https://yugipedia.com/wiki/Dragon_Queen_of_Tragic_Endings cards]] much better filled the boss monster role. Subsequent support added "Ultimate Crystal" support and alternate forms for Rainbow Dragon, eventually leading to Rainbow Dragon seeing play, but only as a means to get to Following the release of the [[https://yugipedia.com/wiki/Structure_Deck:_Legend_of_the_Crystal_Beasts Crystal Beast Structure Deck,]] Rainbow Dragon now sees play -- not as a boss monster, but as a pre-requisite to use [[https://yugipedia.com/wiki/Awakening_of_the_Crystal_Ultimates Awakening of the Crystal Ultimates]] to get [[https://yugipedia.com/wiki/Rainbow_Bridge_of_the_Heart Rainbow Bridge of the Heart]], or as Material for its enhanced version [[https://yugipedia.com/wiki/Ultimate_Crystal_Rainbow_Dragon_Overdrive Rainbow Dragon Overdrive]].
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* Of the Egyptian God Cards, and perhaps cards in general, none had it worse in the transition to real life than [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra The Winged Dragon of Ra]]. In the manga and anime, it was a monster with near-perfect protection (shared with the other Egyptian Gods, but Ra is higher in Hierarchy), three major effects of extreme strength, and [[SuperpowerLottery a notoriously extensive laundry list of minor abilities]] that made it the undisputed strongest card in the series. Some nerfing was expected in its OCG incarnation when it arrived in 2009, but they overcompensated so badly that it resulted in a card that just flat-out sucks. While it retains somewhat nerfed versions of its Point-To-Point transfer and Phoenix Mode abilities, the former is the only way for it to have any ATK at all (and requires ''all but 100'' LP as payment), the latter is just an unimpressive targeted-destruction ability, and they can't be used together unless you can get back some of your LP after summoning it, because the former can only be used right after it was Normal Summoned. It has no protection outside of blocking effects on its summon, which turns it into a massive clay pigeon (all the worse when both its effects require blowing through lots of LP). And worst of all, it's the only Egyptian God that can't be Special Summoned at all, requiring three Tributes--especially painful when [[{{Irony}} Ra was]] ''[[{Irony}} designed]]'' [[{{Irony}}to be Special Summoned in the series]]. The result is an absolute joke of a card that was useless even on release, while its two counterparts, [[https://yugipedia.com/wiki/Obelisk_the_Tormentor Obelisk]] and [[https://yugipedia.com/wiki/Slifer_the_Sky_Dragon Slifer]], went on to varying levels of actual success. Tellingly, Konami seems to have realized how badly they screwed up with Ra, releasing many different support cards (culminating in a total of ''five'' in the Rage of Ra set) that tried to restore its series potency, but even then, it's rather sad that you have to essentially build a whole deck around Ra just to get a fraction of what it could do on its own in the series. Even more depressingly, [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra_-_Sphere_Mode Ra Sphere Mode]] turned out to be much better as a removal option than a means of supporting Ra, which led to it seeing far more play on its own than Ra ever did.

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* Of the Egyptian God Cards, and perhaps cards in general, none had it worse in the transition to real life than [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra The Winged Dragon of Ra]]. In the manga and anime, it was a monster with near-perfect protection (shared with the other Egyptian Gods, but Ra is higher in Hierarchy), three major effects of extreme strength, and [[SuperpowerLottery a notoriously extensive laundry list of minor abilities]] that made it the undisputed strongest card in the series. Some nerfing was expected in its OCG incarnation when it arrived in 2009, but they overcompensated so badly that it resulted in a card that just flat-out sucks. While it retains somewhat nerfed versions of its Point-To-Point transfer and Phoenix Mode abilities, the former is the only way for it to have any ATK at all (and requires ''all but 100'' LP as payment), the latter is just an unimpressive targeted-destruction ability, and they can't be used together unless you can get back some of your LP after summoning it, because the former can only be used right after it was Normal Summoned. It has no protection outside of blocking effects on its summon, which turns it into a massive clay pigeon (all the worse when both its effects require blowing through lots of LP). And worst of all, it's the only Egyptian God that can't be Special Summoned at all, requiring three Tributes--especially painful when [[{{Irony}} Ra was]] ''[[{Irony}} ''[[{{Irony}} designed]]'' [[{{Irony}}to be Special Summoned in the series]]. The result is an absolute joke of a card that was useless even on release, while its two counterparts, [[https://yugipedia.com/wiki/Obelisk_the_Tormentor Obelisk]] and [[https://yugipedia.com/wiki/Slifer_the_Sky_Dragon Slifer]], went on to varying levels of actual success. Tellingly, Konami seems to have realized how badly they screwed up with Ra, releasing many different support cards (culminating in a total of ''five'' in the Rage of Ra set) that tried to restore its series potency, but even then, it's rather sad that you have to essentially build a whole deck around Ra just to get a fraction of what it could do on its own in the series. Even more depressingly, [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra_-_Sphere_Mode Ra Sphere Mode]] turned out to be much better as a removal option than a means of supporting Ra, which led to it seeing far more play on its own than Ra ever did.
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* Of the Egyptian God Cards, and perhaps cards in general, none had it worse in the transition to real life than [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra The Winged Dragon of Ra]]. In the manga and anime, it was a monster with near-perfect protection (shared with the other Egyptian Gods, but Ra is higher in Hierarchy), three major effects of extreme strength, and [[SuperpowerLottery a notoriously extensive laundry list of minor abilities]] that made it the undisputed strongest card in the series. Some nerfing was expected in its OCG incarnation when it arrived in 2009, but they overcompensated so badly that it resulted in a card that just flat-out sucks. While it retains somewhat nerfed versions of its Point-To-Point transfer and Phoenix Mode abilities, the former is the only way for it to have any ATK at all (and requires ''all but 100'' LP as payment), the latter is just an unimpressive targeted-destruction ability, and they can't be used together unless you can get back some of your LP after summoning it, because the former can only be used right after it was Normal Summoned. It has no protection outside of blocking effects on its summon, which turns it into a massive clay pigeon (all the worse when both its effects require blowing through lots of LP). And worst of all, it's the only Egyptian God that can't be Special Summoned at all, requiring three Tributes--especially painful when [[{{Irony}} Ra was ''designed'' to be Special Summoned in the series]]. The result is an absolute joke of a card that was useless even on release, while its two counterparts, [[https://yugipedia.com/wiki/Obelisk_the_Tormentor Obelisk]] and [[https://yugipedia.com/wiki/Slifer_the_Sky_Dragon Slifer]], went on to varying levels of actual success. Tellingly, Konami seems to have realized how badly they screwed up with Ra, releasing many different support cards (culminating in a total of ''five'' in the Rage of Ra set) that tried to restore its series potency, but even then, it's rather sad that you have to essentially build a whole deck around Ra just to get a fraction of what it could do on its own in the series. Even more depressingly, [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra_-_Sphere_Mode Ra Sphere Mode]] turned out to be much better as a removal option than a means of supporting Ra, which led to it seeing far more play on its own than Ra ever did.

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* Of the Egyptian God Cards, and perhaps cards in general, none had it worse in the transition to real life than [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra The Winged Dragon of Ra]]. In the manga and anime, it was a monster with near-perfect protection (shared with the other Egyptian Gods, but Ra is higher in Hierarchy), three major effects of extreme strength, and [[SuperpowerLottery a notoriously extensive laundry list of minor abilities]] that made it the undisputed strongest card in the series. Some nerfing was expected in its OCG incarnation when it arrived in 2009, but they overcompensated so badly that it resulted in a card that just flat-out sucks. While it retains somewhat nerfed versions of its Point-To-Point transfer and Phoenix Mode abilities, the former is the only way for it to have any ATK at all (and requires ''all but 100'' LP as payment), the latter is just an unimpressive targeted-destruction ability, and they can't be used together unless you can get back some of your LP after summoning it, because the former can only be used right after it was Normal Summoned. It has no protection outside of blocking effects on its summon, which turns it into a massive clay pigeon (all the worse when both its effects require blowing through lots of LP). And worst of all, it's the only Egyptian God that can't be Special Summoned at all, requiring three Tributes--especially painful when [[{{Irony}} Ra was ''designed'' to was]] ''[[{Irony}} designed]]'' [[{{Irony}}to be Special Summoned in the series]]. The result is an absolute joke of a card that was useless even on release, while its two counterparts, [[https://yugipedia.com/wiki/Obelisk_the_Tormentor Obelisk]] and [[https://yugipedia.com/wiki/Slifer_the_Sky_Dragon Slifer]], went on to varying levels of actual success. Tellingly, Konami seems to have realized how badly they screwed up with Ra, releasing many different support cards (culminating in a total of ''five'' in the Rage of Ra set) that tried to restore its series potency, but even then, it's rather sad that you have to essentially build a whole deck around Ra just to get a fraction of what it could do on its own in the series. Even more depressingly, [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra_-_Sphere_Mode Ra Sphere Mode]] turned out to be much better as a removal option than a means of supporting Ra, which led to it seeing far more play on its own than Ra ever did.
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* [[https://yugipedia.com/wiki/Flip_monster Flip Monsters]] are a mechanic well past their prime. Their effects are triggered by being flipped from face-down to face-up, whether by position change, getting attacked, or a card effect. They had some success in the earlier, slower days of the game, but most modern strategies would rather not use up their Normal Summon to bring out a face-down monster that usually needs to wait for the opponent to attack into it to do anything, and several effects can simply remove the Flip Monster from the field without giving it a chance to trigger its effect. There are a few dedicated Flip archetypes like [[https://yugipedia.com/wiki/Subterror Subterrors]] that try to push the mechanic by Special Summoning face-down monsters or letting face-up monsters flip themselves face-down again, but they've little success beyond [[https://yugipedia.com/wiki/Shaddoll Shaddolls]], and even those benefited much more from being sent to the Graveyard than being flipped.

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* [[https://yugipedia.com/wiki/Flip_monster Flip Monsters]] are a mechanic well past their prime. Their effects are triggered by being flipped from face-down to face-up, whether by position change, getting attacked, or a card effect. They had some success in the earlier, slower days of the game, but most modern strategies would rather not use up their Normal Summon to bring out a face-down monster that usually needs to wait for the opponent to attack into it to do anything, and several effects can simply remove the Flip Monster from the field without giving it a chance to trigger its effect. There are a few dedicated Flip archetypes like [[https://yugipedia.com/wiki/Subterror Subterrors]] that try to push the mechanic by Special Summoning face-down monsters or letting face-up monsters flip themselves face-down again, but they've had little success beyond [[https://yugipedia.com/wiki/Shaddoll Shaddolls]], and even those benefited much more from being sent to the Graveyard than being flipped.
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I think I put an entry on Flip Monsters back before Tier Induced Scrappy was split.

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* [[https://yugipedia.com/wiki/Flip_monster Flip Monsters]] are a mechanic well past their prime. Their effects are triggered by being flipped from face-down to face-up, whether by position change, getting attacked, or a card effect. They had some success in the earlier, slower days of the game, but most modern strategies would rather not use up their Normal Summon to bring out a face-down monster that usually needs to wait for the opponent to attack into it to do anything, and several effects can simply remove the Flip Monster from the field without giving it a chance to trigger its effect. There are a few dedicated Flip archetypes like [[https://yugipedia.com/wiki/Subterror Subterrors]] that try to push the mechanic by Special Summoning face-down monsters or letting face-up monsters flip themselves face-down again, but they've little success beyond [[https://yugipedia.com/wiki/Shaddoll Shaddolls]], and even those benefited much more from being sent to the Graveyard than being flipped.
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* While all Pendulum decks were {{nerf}}ed to some extent by Master Rule 4 and the changes that came with it, [[https://yugipedia.com/wiki/Qli Qli]] (or more commonly Qliphort) is a particularly prominent victim. The deck is built around using Pendulum Summoning to bring out and re-use monsters as Tribute Summon fodder, with its boss monsters requiring three Tributes to summon. However, the changes meant that Pendulum Monsters in the Extra Deck can only be summoned to the Extra Monster Zone or to zones that Link Monsters point to, which shot the deck in the kneecaps by limiting their swarming potential, especially since ''they couldn't use Link Monsters'' due to most of their Pendulum scales locking them into their own archetype until they received [[https://yugipedia.com/wiki/Qliphort_Genius a Link Monster of their own]] (which [[MortonsFork often required them to use their Pendulum Summon to actually put on the field]]). Link Monsters also presented a problem for their bosses [[https://yugipedia.com/wiki/Apoqliphort_Skybase Skybase]] and [[https://yugipedia.com/wiki/Apoqliphort_Towers Towers]], whose protection effects only defend them the effects of monsters with a lower Level or Rank, and Link Monsters have neither. As a result, Apoqliphort Towers went from a juggernaut of a monster that required either a Kaiju or a [[BiggerStick humongous beatstick]] to answer (to the point where "Towers" has been adopted by players as a term for any NighInvulnerable boss monster) to something that can be kicked out by [[https://yugipedia.com/wiki/Knightmare_Unicorn any deck capable of putting three monsters on the board]].
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* [[https://yugipedia.com/wiki/Aileron Aileron]], the RobotBuddy of [[https://yugipedia.com/wiki/Sky_Striker_Ace_-_Raye Raye]], was given a card adaptation with the release of ''Manga/YuGiOhOCGStories''. As the first Sky Striker card in a long time since [[https://yugipedia.com/wiki/Sky_Striker_Mobilize_-_Linkage! Linkage]], players were curious... only to find that Aileron absolutely failed to live up to the hype. With 0/0 stats he's meant to be equipped to your Sky Striker Aces as an equip, but only gives a paltry 400 ATK boost, and 1900 ATK is not sufficient to beat over threats you can't out normally. When he is destroyed, he also gets to mill a Sky Striker Spell, but that's something that [[https://yugipedia.com/wiki/Sky_Striker_Ace_-_Hayate Hayate]] and [[https://yugipedia.com/wiki/Foolish_Burial_Goods Foolish Burial Goods]] can already do proactively. Worst of all, he's a "Sky Striker" card, but not a "Sky Striker '''Ace'''" so he can't serve as an alternate material for Sky Striker Links, and you can only use one of his effects per turn instead of once each. Disappointed players made him the laughingstock of the archetype.

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** Their boss monster, [[https://yugipedia.com/wiki/Rainbow_Dragon Rainbow Dragon]], is heavily AwesomeButImpractical. Playing it not only requires massive amounts of setup, but for the user to be running at least one copy of nearly every Crystal Beast, including the long-outdated ones. For all that work, it does boast 4000 ATK, but it has no protection at all, its effects can't be activated on the turn it's summoned, and both of them have additional costs. One requires the loss of all the Crystal Beast monsters you control just to pump up its stats (the one thing it ''doesn't'' need), and the other spins the whole field, but it banishes all Crystal Beasts in your Graveyard (likely crippling you for the rest of the duel), does not exempt Rainbow Dragon from the mass-spin, and is in an archetype that already has [[https://yugipedia.com/wiki/Crystal_Abundance a strong field-nuke option]]. The result is a card that, despite downright ''absurd'' buildup in the anime and requiring an entire deck built around it, ends up a GlassCannon that more often than not shoots its user instead of the opponent. Tellingly, just about every successful Crystal Beast deck eschews Rainbow Dragon; once Xyz and Links were added to the game, the deck found a far more constructive use of its swarming playstyle, and even in the ''GX'' and ''5D's'' period, [[https://yugipedia.com/wiki/Hamon,_Lord_of_Striking_Thunder several]] [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon other]] [[https://yugipedia.com/wiki/Dragon_Queen_of_Tragic_Endings cards]] much better filled the boss monster role.
** To add insult to injury, monster support for the archetype continued to try to push Rainbow Dragon as the Crystal Beast boss monster rather than improve the Crystal Beast base. Despite the inclusion of [[https://yugipedia.com/wiki/Rainbow_Overdragon Rainbow Overdragon]], [[https://yugipedia.com/wiki/Rainbow_Dragon_Overdrive Rainbow Dragon Overdrive]], and a ton of "Ultimate Crystal" support, Rainbow Dragon is still basically only played to any degree of seriousness in decks focused on [[https://yugipedia.com/wiki/Rainbow_Neos Rainbow Neos]], where it's nothing more than fusion material.

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** Their boss monster, [[https://yugipedia.com/wiki/Rainbow_Dragon Rainbow Dragon]], is heavily AwesomeButImpractical. Playing it not only requires massive amounts of setup, but for the user to be running at least one copy of nearly every Crystal Beast, including the long-outdated ones. For all that work, it does boast 4000 ATK, but it has no protection at all, its effects can't be activated on the turn it's summoned, and both of them have additional costs. One requires the loss of all the Crystal Beast monsters you control just to pump up its stats (the one thing it ''doesn't'' need), and the other spins the whole field, but it banishes all Crystal Beasts in your Graveyard (likely crippling you for the rest of the duel), does not exempt Rainbow Dragon from the mass-spin, and is in an archetype that already has [[https://yugipedia.com/wiki/Crystal_Abundance a strong field-nuke option]]. The result is a card that, despite downright ''absurd'' buildup in the anime and requiring an entire deck built around it, ends up a GlassCannon that more often than not shoots its user instead of the opponent. Tellingly, just about every successful Crystal Beast deck eschews Rainbow Dragon; once Xyz and Links were added to the game, the deck found a far more constructive use of its swarming playstyle, and even in the ''GX'' and ''5D's'' period, [[https://yugipedia.com/wiki/Hamon,_Lord_of_Striking_Thunder several]] [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon other]] [[https://yugipedia.com/wiki/Dragon_Queen_of_Tragic_Endings cards]] much better filled the boss monster role.
** To add insult to injury, monster
role. Subsequent support for the archetype continued to try to push Rainbow Dragon as the Crystal Beast boss monster rather than improve the Crystal Beast base. Despite the inclusion of [[https://yugipedia.com/wiki/Rainbow_Overdragon Rainbow Overdragon]], [[https://yugipedia.com/wiki/Rainbow_Dragon_Overdrive Rainbow Dragon Overdrive]], and a ton of added "Ultimate Crystal" support, support and alternate forms for Rainbow Dragon, eventually leading to Rainbow Dragon is still basically seeing play, but only played as a means to any degree of seriousness in decks focused on get to [[https://yugipedia.com/wiki/Rainbow_Neos com/wiki/Ultimate_Crystal_Rainbow_Dragon_Overdrive Rainbow Neos]], where it's nothing more than fusion material.Dragon Overdrive]].


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* The [[https://yugipedia.com/wiki/Mecha_Phantom_Beast Mecha Phantom Beasts]] are designed around Summoning their Level 3 0/0 Tokens which protect the cards and can be used for their secondary effects. Their first wave of support was built around Xyz Summoning and their main playmakers involuntarily increase their Levels with each Token they summon, while subsequent waves added Tuners to open them up to Synchro Summon. The involuntary Level increase made it awkward to get to the Ranks you want if you have too many Tokens, the Synchro Monsters are a bit too hard to access due to the Tuners needing other MPB assistance to generate Tokens to get a play started, and the S/T support didn't help the game plan due to needing too much of a resource Tribute for their effects. All in all, they're more remembered for [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_Dracossack Dracossack]] because of its use in Dragon Rulers, and for [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_Auroradon Auroradon]] and [[https://yugipedia.com/wiki/Mecha_Phantom_Beast_O-Lion O-Lion]] which are more of a product of a generic engine rather than the merits of the rest of the archetype.
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* The [[https://yugipedia.com/wiki/Genex Genex]] archetype is built around using [[https://yugipedia.com/wiki/Genex_Controller Genex Controller]] and their Genex Synchros to support cards and themes of various Attributes, like the various Duel Terminal archetypes it was released alongside. The archetype has a lot of supporting monsters and even two sub-archetypes in "R-Genex" and "Genex Ally" which have a swarming and Attribute-modification subtheme respectively. It ''is'' capable of a few decent plays and combos, such as changing the name of "[[https://yugipedia.com/wiki/Genex_Recycled Genex Recycled]]" to get bigger bodies with "[[https://yugipedia.com/wiki/Machine_Duplication Machine Duplication]]" for a big Synchro Summon, but the rest of the archetype lacks cohesion, especially without any Spell/Trap support.

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* The [[https://yugipedia.com/wiki/Genex Genex]] archetype is built around using [[https://yugipedia.com/wiki/Genex_Controller Genex Controller]] and their Genex Synchros to support cards and themes of various Attributes, like the various Duel Terminal archetypes it was released alongside. The archetype has a lot of supporting monsters and even two sub-archetypes in "R-Genex" and "Genex Ally" which have a swarming and Attribute-modification subtheme respectively.respectively, but nearly all the effects involved were incredibly mediocre even in their time. It ''is'' capable of a few decent plays and combos, such as changing the name of "[[https://yugipedia.com/wiki/Genex_Recycled Genex Recycled]]" to get bigger bodies with "[[https://yugipedia.com/wiki/Machine_Duplication Machine Duplication]]" for a big Synchro Summon, but the rest of the archetype lacks cohesion, especially without any Spell/Trap support.
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* When one thinks of [[https://yugipedia.com/wiki/Evol Evols]], they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the [[https://yugipedia.com/wiki/Evolsaur Evolsaurs]], which boast reasonable statlines, had effects that relied entirely on being summoned by the [[https://yugipedia.com/wiki/Evoltile Evoltiles]], and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have [[https://yugipedia.com/wiki/Evo-Force Spells]] and [[https://yugipedia.com/wiki/Evo-Instant Traps]] to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present to set up an effortless Evolzar Xyz Summon.

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* When one thinks of [[https://yugipedia.com/wiki/Evol Evols]], they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the [[https://yugipedia.com/wiki/Evolsaur Evolsaurs]], which boast reasonable statlines, had effects that relied entirely on being summoned by the [[https://yugipedia.com/wiki/Evoltile Evoltiles]], and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have [[https://yugipedia.com/wiki/Evo-Force Spells]] and [[https://yugipedia.com/wiki/Evo-Instant Traps]] to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present to set up an effortless Evolzar Xyz Summon. Even an [[https://yugipedia.com/wiki/Evo-Singularity effectively one trap card Evolzar xyz-summon]] proved insufficient to make them anything more than a rogue strategy at best.
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* [[https://yugipedia.com/wiki/Ghostrick Ghostricks]] have a wide selection of Monsters and Spell/Trap support, a good selection of Xyz Monsters, on top of three Field Spells to swap between to suit their needs. Despite their large library of cards at their disposal, though, they end up being very gimmicky due to being built around the slow strategy of flipping cards on both sides of the field face-up and face-down. The biggest hamstring to their opening plays is that all their Main Deck monsters can't be Normal Summoned unless you control a face-up Ghostrick monster, so they're forced to Set a monster as their opening play or rely on external help to Special Summon one of their members. Even if they do get going, their poor ATK scores take them a while to deplete the opponent's LP even if they're all attacking directly. Not helping matters is the debut and ubiquity of Link Monsters which cannot even exist face-down, hosing their primary form of interrupting plays. They eventually got a few good support cards, [[https://yugipedia.com/wiki/Ghostrick_Festival including their own Link-1 that can proactively enable opening plays,]] but the most efficient way to use Ghostricks in the modern game is [[https://www.youtube.com/watch?v=9uZIxP7t-wo to turbo out their Xyz monsters to go into Utopic Draco Future,]] and the only necessary Ghostrick Main Deck card in that engine is ''[[https://yugipedia.com/wiki/Ghostrick_Shot a single Normal Spell.]]''

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* [[https://yugipedia.com/wiki/Ghostrick Ghostricks]] have a wide selection of Monsters and Spell/Trap support, a good selection of Xyz Monsters, on top of three Field Spells to swap between to suit their needs. Despite their the large library of cards at their disposal, though, they end up being very gimmicky due to being built around the slow strategy of too focused too hard on flipping cards on both sides of the field face-up and face-down. The biggest hamstring to their opening plays is that all their Main Deck monsters can't be Normal Summoned unless you control a face-up Ghostrick monster, so they're forced to Set a monster as their opening play or rely on external help to Special Summon one of their members. They're also lacking in removal or negation which are usually more effective at interrupting the opponent's plays. Even if they do get going, their poor ATK scores take them a while to deplete the opponent's LP even if they're all attacking directly. Not helping matters is [[StoneWall terribly lacking in offensive power]] and can't easily close games. While a little annoying to play against in their time, they really struggled with keeping up with the debut game's PowerCreep, and ubiquity of Link Monsters which (which cannot even exist face-down, hosing their primary form of interrupting plays.face-down) became a sore AchillesHeel for the archetype. They eventually got a few good support cards, [[https://yugipedia.com/wiki/Ghostrick_Festival including their own Link-1 that can proactively enable opening plays,]] but the most efficient way to use Ghostricks in the modern game is [[https://www.youtube.com/watch?v=9uZIxP7t-wo to turbo out their Xyz monsters to go into Utopic Draco Future,]] and the only necessary Ghostrick Main Deck card in that engine is ''[[https://yugipedia.com/wiki/Ghostrick_Shot a single Normal Spell.]]''

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* As an archetype, [[https://yugipedia.com/wiki/Ice_Barrier Ice Barriers]] are widely seen as mediocre on their best day, consisting mostly of lackluster stun and draw cards and possessing a fragile and slow playstyle based around getting multiple monsters on the field to try and facilitate some underwhelming lockdown effects that could easily just be outdone by simply playing generic floodgates, while having almost no actual swarming capabilities. As a result, they quickly drew ire for being an utter joke in contrast to their artwork and their Synchro Monsters being, surprisingly enough, some of the most powerful at the time (to the point where all but one of them saw time on the banlist and two of them got errata). [[ThrowTheDogABone Ice Barriers were eventually thrown a bone]] by getting their own structure deck, which finally gave them some swarming capability and allowed the archetype to actually start making Synchro plays.
* [[https://yugipedia.com/wiki/Ally_of_Justice Allies of Justice]] were created for the purpose of acknowledging the lore of the Duel Terminal, where the primary ArcVillain at the time was the Light-type and Flip Effect-focused [[https://yugipedia.com/wiki/Worm Worms]]. To that end, the Allies were an entire archetype of monsters designed to counter Light-types or facedown monsters. As one can imagine, this made them a victim of CripplingOverspecialization right off the bat, but even as counter cards, the Allies were wholly unimpressive. Most of the time, they possessed effects that would have been barely okay even if they affected ''all'' monsters, their stats were consistently miserable, and their focus on counterplay left them absent of any way to support each other. A small handful saw play, such as [[https://yugipedia.com/wiki/Ally_of_Justice_Catastor Catastor]], which could affect attributes besides Light, and [[https://yugipedia.com/wiki/Ally_of_Justice_Cycle_Reader Cycle Reader]], [[https://yugipedia.com/wiki/Ally_of_Justice_Decisive_Armor Decisive Armor]], and [[https://yugipedia.com/wiki/Ally_of_Justice_Quarantine Quarantine]], which managed to find limited use as [[NotCompletelyUseless Side Deck cards]] against Light decks, but the Allies of Justice as a whole were consigned to the bin. Even ''against Worms'', they weren't considered particularly dangerous, since Worms had some okay power output through [[https://yugipedia.com/wiki/W_Nebula_Meteorite W Nebula Meteorite]] and ways to swarm the field or search their monsters, which the Allies had none of.
* The [[https://yugipedia.com/wiki/Genex Genex]] archetype is built around using [[https://yugipedia.com/wiki/Genex_Controller Genex Controller]] and their Genex Synchros to support cards and themes of various Attributes, like the various Duel Terminal archetypes it was released alongside. The archetype has a lot of supporting monsters and even two sub-archetypes in "R-Genex" and "Genex Ally" which have a swarming and Attribute-modification subtheme respectively. It ''is'' capable of a few decent plays and combos, such as changing the name of "[[https://yugipedia.com/wiki/Genex_Recycled Genex Recycled]]" to get bigger bodies with "[[https://yugipedia.com/wiki/Machine_Duplication Machine Duplication]]" for a big Synchro Summon, but the rest of the archetype lacks cohesion, especially without any Spell/Trap support.



* [[https://yugipedia.com/wiki/Ally_of_Justice Allies of Justice]] were created for the purpose of acknowledging the lore of the Duel Terminal, where the primary ArcVillain at the time was the Light-type and Flip Effect-focused [[https://yugipedia.com/wiki/Worm Worms]]. To that end, the Allies were an entire archetype of monsters designed to counter Light-types or facedown monsters. As one can imagine, this made them a victim of CripplingOverspecialization right off the bat, but even as counter cards, the Allies were wholly unimpressive. Most of the time, they possessed effects that would have been barely okay even if they affected ''all'' monsters, their stats were consistently miserable, and their focus on counterplay left them absent of any way to support each other. A small handful saw play, such as [[https://yugipedia.com/wiki/Ally_of_Justice_Catastor Catastor]], which could affect attributes besides Light, and [[https://yugipedia.com/wiki/Ally_of_Justice_Cycle_Reader Cycle Reader]], [[https://yugipedia.com/wiki/Ally_of_Justice_Decisive_Armor Decisive Armor]], and [[https://yugipedia.com/wiki/Ally_of_Justice_Quarantine Quarantine]], which managed to find limited use as [[NotCompletelyUseless Side Deck cards]] against Light decks, but the Allies of Justice as a whole were consigned to the bin. Even ''against Worms'', they weren't considered particularly dangerous, since Worms had some okay power output through [[https://yugipedia.com/wiki/W_Nebula_Meteorite W Nebula Meteorite]] and ways to swarm the field or search their monsters, which the Allies had none of.



* When one thinks of [[https://yugipedia.com/wiki/Evol Evols]], they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the [[https://yugipedia.com/wiki/Evolsaur Evolsaurs]], while strong, relied on being summoned by the [[https://yugipedia.com/wiki/Evoltile Evoltiles]] to be able to do anything, and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have [[https://yugipedia.com/wiki/Evo-Force Spells]] and [[https://yugipedia.com/wiki/Evo-Instant Traps]] to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present to set up an effortless Evolzar Xyz Summon.
* [[https://yugipedia.com/wiki/Ghostrick Ghostricks]] have a wide selection of Monsters and Spell/Trap support, a good selection of Xyz Monsters, on top of three Field Spells to swap between to suit their needs. Despite their large library of cards at their disposal, though, they end up being very gimmicky due to being built around the slow strategy of flipping themselves face-up and the opponent's cards face-down. The biggest hamstring to their opening plays is that all their Main Deck monsters can't be Normal Summoned unless you control a face-up Ghostrick monster, so they're forced to Set a monster as their opening play or rely on external help to Special Summon one of their members. Even if they do get going, their poor ATK scores take them a while to deplete the opponent's LP even if they're all attacking directly. Not helping matters is the debut and ubiquity of Link Monsters which cannot even exist face-down, hosing their primary form of interrupting plays. They eventually got a few good support cards, [[https://yugipedia.com/wiki/Ghostrick_Festival including their own Link-1 that can proactively open their plays,]] but the most efficient way to use Ghostricks in the modern game is [[https://www.youtube.com/watch?v=9uZIxP7t-wo to turbo out their Xyz monsters to go into Utopic Draco Future,]] and the only necessary Ghostrick Main Deck card in that engine is ''[[https://yugipedia.com/wiki/Ghostrick_Shot a single Normal Spell.]]''

to:

* When one thinks of [[https://yugipedia.com/wiki/Evol Evols]], they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the [[https://yugipedia.com/wiki/Evolsaur Evolsaurs]], while strong, which boast reasonable statlines, had effects that relied entirely on being summoned by the [[https://yugipedia.com/wiki/Evoltile Evoltiles]] to be able to do anything, Evoltiles]], and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have [[https://yugipedia.com/wiki/Evo-Force Spells]] and [[https://yugipedia.com/wiki/Evo-Instant Traps]] to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present to set up an effortless Evolzar Xyz Summon.
* [[https://yugipedia.com/wiki/Ghostrick Ghostricks]] have a wide selection of Monsters and Spell/Trap support, a good selection of Xyz Monsters, on top of three Field Spells to swap between to suit their needs. Despite their large library of cards at their disposal, though, they end up being very gimmicky due to being built around the slow strategy of flipping themselves cards on both sides of the field face-up and the opponent's cards face-down. The biggest hamstring to their opening plays is that all their Main Deck monsters can't be Normal Summoned unless you control a face-up Ghostrick monster, so they're forced to Set a monster as their opening play or rely on external help to Special Summon one of their members. Even if they do get going, their poor ATK scores take them a while to deplete the opponent's LP even if they're all attacking directly. Not helping matters is the debut and ubiquity of Link Monsters which cannot even exist face-down, hosing their primary form of interrupting plays. They eventually got a few good support cards, [[https://yugipedia.com/wiki/Ghostrick_Festival including their own Link-1 that can proactively open their enable opening plays,]] but the most efficient way to use Ghostricks in the modern game is [[https://www.youtube.com/watch?v=9uZIxP7t-wo to turbo out their Xyz monsters to go into Utopic Draco Future,]] and the only necessary Ghostrick Main Deck card in that engine is ''[[https://yugipedia.com/wiki/Ghostrick_Shot a single Normal Spell.]]''



* As an archetype, [[https://yugipedia.com/wiki/Ice_Barrier Ice Barriers]] are widely seen as mediocre on their best day, consisting mostly of lackluster stun and draw cards and possessing a fragile and slow playstyle based around getting multiple monsters on the field to try and facilitate some underwhelming lockdown effects that could easily just be outdone by simply playing generic floodgates, while having almost no actual swarming capabilities. As a result, they quickly drew ire for being an utter joke in contrast to their artwork and their Synchro Monsters being, surprisingly enough, some of the most powerful at the time (to the point where all but one of them saw time on the banlist and two of them got errata). [[ThrowTheDogABone Ice Barriers were eventually thrown a bone]] by getting their own structure deck, which finally gave them some swarming capability and allowed the archetype to actually start making Synchro plays.
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* [[https://yugipedia.com/wiki/Ghostrick Ghostricks]] have a wide selection of Monsters and Spell/Trap support, a good selection of Xyz Monsters, on top of three Field Spells to swap between to suit their needs. Despite their large library of cards at their disposal, though, they end up being very gimmicky due to being built around the slow strategy of flipping themselves face-up and the opponent's cards face-down. The biggest hamstring to their opening plays is that all their Main Deck monsters can't be Normal Summoned unless you control a face-up Ghostrick monster, so they're forced to Set a monster as their opening play or rely on external help to Special Summon one of their members. Even if they do get going, their poor ATK scores take them a while to deplete the opponent's LP even if they're all attacking directly. Not helping matters is the debut and ubiquity of Link Monsters which cannot even exist face-down, hosing their primary form of interrupting plays. They eventually got a few good support cards, [[https://yugipedia.com/wiki/Ghostrick_Festival including their own Link-1 that can proactively open their plays,]] but the most efficient way to use Ghostricks in the modern game is [[https://www.youtube.com/watch?v=9uZIxP7t-wo to turbo out their Xyz monsters to go into Utopic Draco Future,]] and the only necessary Ghostrick Main Deck card in that engine is ''[[https://yugipedia.com/wiki/Ghostrick_Shot a single Normal Spell.]]''
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* When one thinks of Evols, they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the Evolsaurs, while strong, relied on being summoned by the Evoltiles to be able to do anything, and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have Spells and Traps to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present to set up an effortless Evolzar Xyz Summon.

to:

* When one thinks of Evols, [[https://yugipedia.com/wiki/Evol Evols]], they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the Evolsaurs, [[https://yugipedia.com/wiki/Evolsaur Evolsaurs]], while strong, relied on being summoned by the Evoltiles [[https://yugipedia.com/wiki/Evoltile Evoltiles]] to be able to do anything, and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have Spells [[https://yugipedia.com/wiki/Evo-Force Spells]] and Traps [[https://yugipedia.com/wiki/Evo-Instant Traps]] to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present to set up an effortless Evolzar Xyz Summon.

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* The [[https://yugipedia.com/wiki/Petit_Moth Petit Moth]]/[[https://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon of Evolution]] line of cards they can summon were very notorious for not being worth the effort.
** One of the first cases of this trope was [[https://yugipedia.com/wiki/Larvae_Moth Larvae Moth]], in the second set released internationally. Larvae Moth is pretty hard to play--you have to have an extremely weak Petit Moth out, then use Cocoon of Evolution on it (increasing its defensive stats from awful to just mediocre), wait exactly two turns, and tribute both Petit Moth and Cocoon Of Evolution on it. The end result is... 500 ATK, 400 DEF. Yes, a card that's considerably harder to summon than a normal Level 7+ monster, and the stats of a Level 1. This summoning requirement also means that Larvae Moth is an Effect Monster, so it doesn't get Normal Monster support (the sole redeeming factor for most JokeCharacter cards). It's also Larvae Moth's only effect. It's the only card where [[TheWikiRule the wiki's]] "Tips" section [[DamnedByFaintPraise actively suggests discarding it for a cost]]. Even today, it's considered one of the worst cards ever made.

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* The [[https://yugipedia.com/wiki/Petit_Moth Petit Moth]]/[[https://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon of Evolution]] line of cards they can summon were very notorious for not being worth the effort.
** One of
effort, even for the fanfare they received as Weevil's first cases of this trope was trump card.
**
[[https://yugipedia.com/wiki/Larvae_Moth Larvae Moth]], in the second set released internationally.internationally, is basically a JokeCharacter. Larvae Moth is pretty hard to play--you have to have an extremely weak Petit Moth out, then use Cocoon of Evolution on it (increasing its defensive stats from awful to just mediocre), wait exactly two turns, and tribute both Petit Moth and Cocoon Of Evolution on it. The end result is... 500 ATK, 400 DEF. Yes, a card that's considerably harder to summon than a normal Level 7+ monster, and the stats of a Level 1. This summoning requirement also means that Larvae Moth is an Effect Monster, so it doesn't get Normal Monster support (the sole redeeming factor for most JokeCharacter cards). It's also Larvae Moth's only effect. It's the only card where [[TheWikiRule the wiki's]] "Tips" section [[DamnedByFaintPraise actively suggests discarding it for a cost]]. Even today, it's considered one of the worst cards ever made.



* The [[https://yugipedia.com/wiki/CXyz CXyz]] and [[https://yugipedia.com/wiki/Number_C Number C]] cards, which are used by many ZEXAL characters, are dependent on [[https://yugipedia.com/wiki/Rank-Up-Magic Rank-Up-Magic]] cards to evolve Xyz monsters into stronger versions that are otherwise impossible to Summon. Frequently the process involves too many steps for a lackluster payoff, especially when there initially was no way to search for the Rank-Up-Magic spell, and it is far more easier to just go with the [[BoringButPractical ubiquitous Rank 4 toolbox]] or [[https://yugipedia.com/wiki/Cyber_Dragon_Infinity cards that Rank Up without needing a Spell]]. Not helping matters is that while [[https://yugipedia.com/wiki/Number_S0:_Utopic_ZEXAL Utopic ZEXAL]] was playable, Konami was reluctant to print a Rank-Up-Magic searcher to keep Utopic ZEXAL from being too easy to access, and even [[https://yugipedia.com/wiki/Rank-Up-Magic_Argent_Chaos_Force Argent Chaos Force]] saw some time being banned due to Utopic ZEXAL's presence. It's telling that after Utopic ZEXAL got banned, it opened the doors for [[https://yugipedia.com/wiki/ZS_-_Ascended_Sage RUM]] [[https://yugipedia.com/wiki/Zexal_Construction searchers]] to enter circulation and help support the strategy.
* Performapals, being the pioneer of the Pendulum mechanic, were glossed over for being inconsistent, due to having a wide variety of monster Levels and Pendulum scales that may lead to bricky hands. However, as time went on, they got increasing amounts of support that really polished how they play, peaking at [=PePe=], where they could synergize with sister archetype Performages, swinging to [[HighTierScrappy the polar opposite of this trope]] and requiring an emergency banlist to rein in.

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* The [[https://yugipedia.com/wiki/CXyz CXyz]] and [[https://yugipedia.com/wiki/Number_C Number C]] cards, which are used by many ZEXAL characters, are dependent on [[https://yugipedia.com/wiki/Rank-Up-Magic Rank-Up-Magic]] cards to evolve Xyz monsters into stronger versions that are otherwise impossible to Summon. Frequently the process involves too many steps for a lackluster payoff, especially when there initially was no way to search for the Rank-Up-Magic spell, and it is spell. It was far more easier to just go with the [[BoringButPractical ubiquitous Rank 4 toolbox]] or use [[https://yugipedia.com/wiki/Cyber_Dragon_Infinity cards that Rank Up without needing a Spell]]. Not helping matters is that while [[https://yugipedia.com/wiki/Number_S0:_Utopic_ZEXAL Utopic ZEXAL]] was playable, Konami was reluctant to print a Rank-Up-Magic searcher to keep Utopic ZEXAL from being too easy to access, and even [[https://yugipedia.com/wiki/Rank-Up-Magic_Argent_Chaos_Force Argent Chaos Force]] saw some time being banned on the banlist due to Utopic ZEXAL's presence. It's telling that after Utopic ZEXAL got banned, it opened the doors for [[https://yugipedia.com/wiki/ZS_-_Ascended_Sage RUM]] [[https://yugipedia.com/wiki/Zexal_Construction searchers]] to enter circulation and help support the strategy.
* Performapals, being the pioneer of the Pendulum mechanic, were glossed over for being inconsistent, due to having a wide variety of monster Levels and Pendulum scales that may lead to bricky hands. However, as time went on, they got increasing amounts of support that really polished how they play, peaking at [=PePe=], where they could synergize giving them plenty of search power to compensate for the costs of setting up a Pendulum Summon. This peaked with the addition of sister archetype Performages, swinging Performage, and birthed the loathed [=PePe=] deck which swung to [[HighTierScrappy the polar opposite of this trope]] and requiring required an emergency banlist to rein in.


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* When one thinks of Evols, they usually think of their boss monsters [[https://yugipedia.com/wiki/Evolzar_Laggia Evolzar Laggia]] and [[https://yugipedia.com/wiki/Evolzar_Dolkka Evolzar Dolkka]] but not really the rest of the archetype. The problem is that the Evolsaurs, while strong, relied on being summoned by the Evoltiles to be able to do anything, and the Evoltiles themselves were pretty weak and struggled with proactively bringing out the Evolsaurs. They have Spells and Traps to facilitate putting the Evolsaurs on the board, but the Evolsaurs would have no effects if Summoned that way. The fact that you're juggling Reptiles and Dinosaurs meant that both facets of the Evol archetype could not benefit off mutual generic Type support. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when [[https://yugipedia.com/wiki/Rescue_Rabbit Rescue Rabbit]] was present to set up an effortless Evolzar Xyz Summon.

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CCGImportanceDissonance is an occupational hazard in the card game. Compare the anime with real life and you'll notice that a lot of cards and archetypes that get plenty of screentime don't fare very well in real life, since you don't get TheMagicPokerEquation to reliably use a lot of really niche cards.

to:

CCGImportanceDissonance is an occupational hazard in the card game. Compare the anime with real life and you'll notice that a lot of cards and archetypes that get plenty of screentime and support don't fare very well in real life, since you don't get TheMagicPokerEquation to reliably use a lot of really niche cards.



* The [[https://yugipedia.com/wiki/Petit_Moth Petit Moth]]/[[https://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon of Evolution]] line of cards they can summon were very notorious for not being worth the effort.
** One of the first cases of this trope was [[https://yugipedia.com/wiki/Larvae_Moth Larvae Moth]], in the second set released internationally. Larvae Moth is pretty hard to play--you have to have an extremely weak Petit Moth out, then use Cocoon of Evolution on it (increasing its defensive stats from awful to just mediocre), wait exactly two turns, and tribute both Petit Moth and Cocoon Of Evolution on it. The end result is... 500 ATK, 400 DEF. Yes, a card that's considerably harder to summon than a normal Level 7+ monster, and the stats of a Level 1. This summoning requirement also means that Larvae Moth is an Effect Monster, so it doesn't get Normal Monster support (the sole redeeming factor for most JokeCharacter cards). It's also Larvae Moth's only effect. It's the only card where [[TheWikiRule the wiki's]] "Tips" section [[DamnedByFaintPraise actively suggests discarding it for a cost]]. Even today, it's considered one of the worst cards ever made.
** The next card they could summon is [[https://yugipedia.com/wiki/Great_Moth Great Moth]], which has 2600 attack, passable, but not great for a level 8 at the time, but requires waiting four of your turns to summon. Even in the era, you might as well set Cocoon of Evolution and just tribute the duo for Blue-Eyes White Dragon if you can keep them alive for that long.
** Lastly, there is the other famous member of the line, [[https://yugipedia.com/wiki/Perfectly_Ultimate_Great_Moth Perfectly Ultimate Great Moth]]. With a name like that, you'd expect it to be powerful, and it does have an impressive 3500 Attack. The problem? You have to wait '''''six of your turns''''' [[AwesomeButImpractical just to summon it]]. Is it any wonder that some video games have special rewards for pulling it off? This has been mitigated a tiny bit by [[https://yugipedia.com/wiki/Cocoon_of_Ultra_Evolution Cocoon of Ultra Evolution]], which summons an Insect while ignoring summoning conditions, meaning that PUGM is now slightly usable as the biggest beatstick summonable by its effect. Even then, though, you're better off with [[https://yugipedia.com/wiki/Metamorphosed_Insect_Queen Metamorphosed Insect Queen]]. The only time it saw any use was in the earliest OCG formats, as the rules of the time made it possible to revive with Monster Reborn after discarding it--later rulings made this impossible.



* The [[https://yugipedia.com/wiki/Petit_Moth Petit Moth]]/[[https://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon of Evolution]] line of cards they can summon were very notorious for not being worth the effort. They include:
** One of the first cases of this trope was [[https://yugipedia.com/wiki/Larvae_Moth Larvae Moth]], in the second set released internationally. Larvae Moth is pretty hard to play--you have to have an extremely weak Petit Moth out, then use Cocoon of Evolution on it (increasing its defensive stats from awful to just mediocre), wait exactly two turns, and tribute both Petit Moth and Cocoon Of Evolution on it. The end result is... 500 ATK, 400 DEF. Yes, a card that's considerably harder to summon than a normal Level 7+ monster, and the stats of a Level 1. This summoning requirement also means that Larvae Moth is an Effect Monster, so it doesn't get Normal Monster support (the sole redeeming factor for most JokeCharacter cards). It's also Larvae Moth's only effect. It's the only card where [[TheWikiRule the wiki's]] "Tips" section [[DamnedByFaintPraise actively suggests discarding it for a cost]]. Even today, it's considered one of the worst cards ever made.
** The next card they could summon is [[https://yugipedia.com/wiki/Great_Moth Great Moth]], which has 2600 attack, passable, but not great for a level 8 at the time, but requires waiting four of your turns to summon. Even in the era, you might as well set Cocoon of Evolution and just tribute the duo for Blue-Eyes White Dragon if you can keep them alive for that long.
** Lastly, there is the other famous member of the line, [[https://yugipedia.com/wiki/Perfectly_Ultimate_Great_Moth Perfectly Ultimate Great Moth]]. With a name like that, you'd expect it to be powerful, and it does have an impressive 3500 Attack. The problem? You have to wait '''''six of your turns''''' [[AwesomeButImpractical just to summon it]]. Is it any wonder that some video games have special rewards for pulling it off? This has been mitigated a tiny bit by [[https://yugipedia.com/wiki/Cocoon_of_Ultra_Evolution Cocoon of Ultra Evolution]], which summons an Insect while ignoring summoning conditions, meaning that PUGM is now slightly usable as the biggest beatstick summonable by its effect. Even then, though, you're better off with [[https://yugipedia.com/wiki/Metamorphosed_Insect_Queen Metamorphosed Insect Queen]]. The only time it saw any use was in the earliest OCG formats, as the rules of the time made it possible to revive with Monster Reborn after discarding it--later rulings made this impossible.

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!! Anime cards
CCGImportanceDissonance is an occupational hazard in the card game. Compare the anime with real life and you'll notice that a lot of cards and archetypes that get plenty of screentime don't fare very well in real life, since you don't get TheMagicPokerEquation to reliably use a lot of really niche cards.
* [[TheHero Yugi's]] deck has a rather underwhelming reputation outside of the most casual circles. Due to being designed in a time where the game was barely even a game, its highly successful anime record ends up translating to a bunch of severely outdated, banned, or nerfed cards with little to no consistency in design. The stereotype of its users as suffering majorly from the NostalgiaFilter or refusing to play against any deck released after 2005 certainly hasn't helped its reputation. That said, a lot of his monsters have broken off and had their own archetypes and support to make them functional, making decks like [[https://yugipedia.com/wiki/Dark_Magician_(archetype) Dark Magicians]], [[https://yugipedia.com/wiki/Gadget Gadgets]], [[https://yugipedia.com/wiki/Black_Luster_Soldier_(archetype) Black Luster]]/[[https://yugipedia.com/wiki/Gaia_The_Fierce_Knight_(archetype) Gaia Knights]], [[https://yugipedia.com/wiki/Buster_Blader_(archetype) Buster Bladers]], and [[https://yugipedia.com/wiki/Magnet_Warrior Magnet Warriors]] at worst playable, which has [[RescuedFromTheScrappyHeap improved the deck's standing quite a bit]]--though trying to combine them will still usually get you laughed at.
* The "Blue-Eyes has [[UnskilledButStrong power]] but Red-Eyes has [[WeakButSkilled potential]]" mantra really did not age well. Over time, both archetypes were fleshed out with a wealth of support -- while Blue-Eyes was a bit bricky, it made for a cohesive focus on the central monster. Meanwhile, the Red-Eyes support tried to take the archetype in many different directions, between equips, Normal Monster support, and some Gemini retrains, all of which came off as far less focused than the counterpart, [[MasterOfNone much to its detriment]].
* Of the Egyptian God Cards, and perhaps cards in general, none had it worse in the transition to real life than [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra The Winged Dragon of Ra]]. In the manga and anime, it was a monster with near-perfect protection (shared with the other Egyptian Gods, but Ra is higher in Hierarchy), three major effects of extreme strength, and [[SuperpowerLottery a notoriously extensive laundry list of minor abilities]] that made it the undisputed strongest card in the series. Some nerfing was expected in its OCG incarnation when it arrived in 2009, but they overcompensated so badly that it resulted in a card that just flat-out sucks. While it retains somewhat nerfed versions of its Point-To-Point transfer and Phoenix Mode abilities, the former is the only way for it to have any ATK at all (and requires ''all but 100'' LP as payment), the latter is just an unimpressive targeted-destruction ability, and they can't be used together unless you can get back some of your LP after summoning it, because the former can only be used right after it was Normal Summoned. It has no protection outside of blocking effects on its summon, which turns it into a massive clay pigeon (all the worse when both its effects require blowing through lots of LP). And worst of all, it's the only Egyptian God that can't be Special Summoned at all, requiring three Tributes--especially painful when [[{{Irony}} Ra was ''designed'' to be Special Summoned in the series]]. The result is an absolute joke of a card that was useless even on release, while its two counterparts, [[https://yugipedia.com/wiki/Obelisk_the_Tormentor Obelisk]] and [[https://yugipedia.com/wiki/Slifer_the_Sky_Dragon Slifer]], went on to varying levels of actual success. Tellingly, Konami seems to have realized how badly they screwed up with Ra, releasing many different support cards (culminating in a total of ''five'' in the Rage of Ra set) that tried to restore its series potency, but even then, it's rather sad that you have to essentially build a whole deck around Ra just to get a fraction of what it could do on its own in the series. Even more depressingly, [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra_-_Sphere_Mode Ra Sphere Mode]] turned out to be much better as a removal option than a means of supporting Ra, which led to it seeing far more play on its own than Ra ever did.
* [[https://yugipedia.com/wiki/Guardian The Guardians]], one of the very first archetypes ever introduced, is also widely considered one of the worst as well. They are defined by being impossible to summon, period, without having a specific (and decent to mediocre) Equip card on the field. As Equip cards can't be played by themselves, this makes Guardians impossible to use by themselves. And even once they had been summoned, most of the Guardians were nothing special, and [[https://yugipedia.com/wiki/Guardian_Elma one of them]] became outright unusable after [[https://yugipedia.com/wiki/Butterfly_Dagger_-_Elma their Equip Spell]] was banned for [[NotTheIntendedUse reasons that had nothing to do with the archetype.]] The only Guardians to be even mildly well-regarded are [[https://yugipedia.com/wiki/Guardian_Eatos Eatos]] and [[https://yugipedia.com/wiki/Guardian_Dreadscythe Dreadscythe]], who were released years later and were clearly designed to be as independent as possible from the rest (including having the summon restriction removed), and [[https://yugipedia.com/wiki/Guardian_Grarl Grarl]] had a very short window of popularity at the beginning of ''Duel Links.''[[note]]The game pulled a ResetButton on the card pool, which meant that a 2500 ATK beater that could Special Summon itself became a rare and powerful effect that made it ladder viable despite needing to control [[https://yugipedia.com/wiki/Gravity_Axe_-_Grarl Gravity Axe]], which itself was viable due to position freezing being a good effect in early Duel Links. It was quickly outclassed by more consistent options, but it was at least satisfying to use rather than completely unwieldy.[[/note]] Bizarrely, the anime [[MerchandiseDriven saw fit]] to make Guardian-user Rafael the first character to fairly break [[InvincibleHero Yami Yugi's]] [[BrokenWinLossStreak winning streak]].
* The [[https://yugipedia.com/wiki/Neo-Spacian Neo-Spacians]], introduced in ''Anime/YuGiOhGX'', were an early experiment in Extra Deck summoning outside of standard Fusion. They could summon their Fusion monsters without the use of Polymerization, instead being based on "Contact Fusion" that merely required you to return the relevant monsters to your deck. Unfortunately, Konami apparently felt so tentative with this strategy that they decided to add balancing factors... and then they kept adding them until the deck was unusable. The Neo-Spacians themselves had terrible stats and generally unimpressive effects, and the only monster they could fuse with was [[https://yugipedia.com/wiki/Elemental_HERO_Neos Elemental HERO Neos]], a high-cost monster with low stats for its level and no effects. Getting both Neos and a Neo-Spacian on the field and keeping them alive for a Contact Fusion was surprisingly risky, and a lot slower than regular Fusion. You'd expect the Neos fusions to be game-winners to make up for all this effort, but instead, they not only possessed similarly lackluster stats and effects, but unless you had a specific (and similarly unimpressive) [[https://yugipedia.com/wiki/Neo_Space Field Spell]] out, ''they returned to the Extra Deck at the end of your turn'' and left you with nothing, meaning that accomplishing the goal of the Deck usually left you with spent resources and an empty field. The deck had almost no synergy with standard [[https://yugipedia.com/wiki/Elemental_HERO Elemental HERO]] builds despite Neos's presence, it had multiple sub-archetypes such as [[https://yugipedia.com/wiki/NEX NEX]] and [[https://yugipedia.com/wiki/Chrysalis Chrysalis]] monsters that did nothing to help it, and being used by protagonist Judai Yuki meant it kept getting cards released to the end of GX's lifespan, none of which actually fixed the deck's massive issues. The nails in its coffin came when Konami released the ''second'' Contact Fusion-based archetype, [[https://yugipedia.com/wiki/Gladiator_Beast Gladiator Beasts]], which handily fixed every problem that Neo-Spacians had and proceeded to become one of the most fun and effective decks of its time, showing just how much potential the Neo-Spacians could have had if they were designed properly. The Neo-Spacians were so hated that [[NeverLiveItDown they've even colored appraisals of their user]], Judai Yuki, with detractors naming the deck as a reason for him being "the worst protagonist", and fans of the character cursing the deck for making the cards of their favorite character nearly impossible to use. Thankfully, ''Savage Strike'''s support has led to the deck being RescuedFromTheScrappyHeap, with cards like [[https://yugipedia.com/wiki/Neo_Space_Connector Neo Space Connector]], [[https://yugipedia.com/wiki/Contact_Gate Contact Gate]], [[https://yugipedia.com/wiki/Neos_Fusion Neos Fusion]], and [[https://yugipedia.com/wiki/Elemental_HERO_Cosmo_Neos Cosmo Neos]] finally making the deck viable, even in competitive play.
* Unlike the Neo-Spacians, fellow GX main-character archetype [[https://yugipedia.com/wiki/Vehicroid Vehicroids]] are considered similarly bad, but are mostly just forgotten (likely due to their weaker designs and less popular user). Where Neo-Spacians have an intriguing concept with colossal drawbacks, Vehicroids are largely remembered for having no concept whatsoever, with [[MasterOfNone a great variety of effects, but no real focus or unifying strategy.]] The majority of their monsters are passable at best for their time period, but very few have effects that synergize with each other. Only a few saw any kind of play outside of the most casual decks, and though they had a few powerful cards, they had almost no way to actually make use of them. The biggest indicator of how useless the archetype was would probably be the [[https://yugipedia.com/wiki/Speedroid Speedroid]] archetype, which, despite being fully able to take part in Vehicroid support thanks to their shared name, almost entirely shunned them in favor of their own support because the Vehicroids were just that pathetic. They were given a ''colossal'' balance buff in the ''Legendary Duelists'' pack, with several cards with massively bloated texts being released to try to finally make them a functional archetype; general consensus is that the resulting archetype is barely playable, especially given that it still requires you to run the now horribly outdated originals, but it's at least objectively better than whatever it was before.
* [[https://yugipedia.com/wiki/Cyberdark Cyberdarks]] are another GX archetype that got the shaft upon their release. Their gimmick is equipping Level Three or lower Dragon type monsters from the Graveyard to boost their ATK by the Dragon's ATK points and use them as protection from battle destruction. The problems begin with the fact that they are ''all Machine-type'', forcing a player building a Cyberdark deck to awkwardly juggle between two types of monsters which makes for an inconsistent mess of a deck that has next-to-no synergy between cards[[note]][[http://yugipedia.com/wiki/Limiter_Removal Limiter Removal]] would boost your Machine-type monsters, but not your Dragon-type monsters[[/note]]. It doesn't help that very few Level Three Dragons even existed at the time of their release[[note]] This led to the unimpressive [[http://yugipedia.com/wiki/Hunter_Dragon Hunter Dragon]] or [[http://yugipedia.com/wiki/Twin-Headed_Behemoth Twin Headed Behemoth]] being auto-includes, along with the throw-in of Dragunity cards when you are better off making a pure Dragunity deck[[/note]], and that the main deck Cyberdark monsters all have the laughable ATK points of 800 without equips along with having battle effects that are completely forgettable. Topping off the train wreck is that their Extra Deck boss monster [[https://yugipedia.com/wiki/Cyberdark_Dragon Cyberdark Dragon]], while easy to Fusion Summon with [[https://yugipedia.com/wiki/Cyberdark_Impact! Cyberdark Impact]], has a measly 1000 ATK points without equipping a Dragon (at least it is of any level), and has no protection outside of battle, meaning that something as simple as [[https://yugipedia.com/wiki/Dark_Hole Dark Hole]] can make all the effort put into Fusion Summoning it and powering it up go down the drain with no chance of recovery. The end result is a GlassCannon deck that needs a meadow's worth of four-leaved clovers to fire, and needs the opponent to tip over a diner's supply of salt shakers to actually land a hit. After over a decade, Cyberdarks finally [[BalanceBuff got some TLC in the form of Legacy support]] with the introduction of [[https://yugipedia.com/wiki/Cyberdark_Cannon Cyberdark Cannon]] and [[https://yugipedia.com/wiki/Cyberdark_Claw Cyberdark Claw]] which are Level Three Dragon-type monsters with versatile Graveyard-dumping effects and card draw/searching, along with [[https://yugipedia.com/wiki/Cyberdarkness_Dragon Cyberdarkness Dragon]], a new boss monster that can equip both Dragon and Machine monsters and can negate and destroy any card by dumping any equipped card. While not enough to make them competitive, as you still need to run the outdated original cards, the archetype stopped being a laughing stock and became playable with the new support that fixed many of the archetype's problems. By fan demand, they then proceeded to get ''another'' wave of support (including [[https://yugipedia.com/wiki/Attachment_Cybern more]] [[https://yugipedia.com/wiki/Cyberdark_Chimera setup]] [[https://yugipedia.com/wiki/Cyberdark_Realm tools]] and a [[https://yugipedia.com/wiki/Cyberdark_End_Dragon formidable finisher]]), which [[RescuedFromTheScrappyHeap solidly redeemed them]].
* The [[https://yugipedia.com/wiki/Crystal_Beast Crystal Beast]] archetype suffers from this trope in a couple of ways:
** The archetype maintains one of the strongest and most varied libraries of Spell and Trap support, which can search for the Crystal Beasts, put them on the field, and use the Crystal Beasts in the backrow for a number of purposes. However, the main Crystal Beast lineup is ''terrible''. It was stuck with seven maindeck monsters (until [[https://yugipedia.com/wiki/Crystal_Beast_Rainbow_Dragon an eighth one]] was added) and of the selection about three of them (Carbuncle, Pegasus, and maybe Tiger or Eagle depending on the time period) were considered playable even at the time of release. The monster lineup stagnated as they never even got retrains like older archetypes did. The Pendulum support, [[https://yugipedia.com/wiki/Crystal_Master Crystal Master]] and [[https://yugipedia.com/wiki/Crystal_Keeper Crystal Keeper]], were rendered unplayable by Master Rule 4 as using them as Pendulum Cards took up space that would otherwise be used for Crystal Beasts in the backrow. Their {{Evil Counterpart}}s, [[https://yugipedia.com/wiki/Advanced_Crystal_Beast Advanced Crystal Beasts]], are loads more powerful than the original seven and are compatible with Crystal S/T support, but their dependence on [[https://yugipedia.com/wiki/Advanced_Dark Advanced Dark]] to even exist really injured their ability to function.
** Their boss monster, [[https://yugipedia.com/wiki/Rainbow_Dragon Rainbow Dragon]], is heavily AwesomeButImpractical. Playing it not only requires massive amounts of setup, but for the user to be running at least one copy of nearly every Crystal Beast, including the long-outdated ones. For all that work, it does boast 4000 ATK, but it has no protection at all, its effects can't be activated on the turn it's summoned, and both of them have additional costs. One requires the loss of all the Crystal Beast monsters you control just to pump up its stats (the one thing it ''doesn't'' need), and the other spins the whole field, but it banishes all Crystal Beasts in your Graveyard (likely crippling you for the rest of the duel), does not exempt Rainbow Dragon from the mass-spin, and is in an archetype that already has [[https://yugipedia.com/wiki/Crystal_Abundance a strong field-nuke option]]. The result is a card that, despite downright ''absurd'' buildup in the anime and requiring an entire deck built around it, ends up a GlassCannon that more often than not shoots its user instead of the opponent. Tellingly, just about every successful Crystal Beast deck eschews Rainbow Dragon; once Xyz and Links were added to the game, the deck found a far more constructive use of its swarming playstyle, and even in the ''GX'' and ''5D's'' period, [[https://yugipedia.com/wiki/Hamon,_Lord_of_Striking_Thunder several]] [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon other]] [[https://yugipedia.com/wiki/Dragon_Queen_of_Tragic_Endings cards]] much better filled the boss monster role.
** To add insult to injury, monster support for the archetype continued to try to push Rainbow Dragon as the Crystal Beast boss monster rather than improve the Crystal Beast base. Despite the inclusion of [[https://yugipedia.com/wiki/Rainbow_Overdragon Rainbow Overdragon]], [[https://yugipedia.com/wiki/Rainbow_Dragon_Overdrive Rainbow Dragon Overdrive]], and a ton of "Ultimate Crystal" support, Rainbow Dragon is still basically only played to any degree of seriousness in decks focused on [[https://yugipedia.com/wiki/Rainbow_Neos Rainbow Neos]], where it's nothing more than fusion material.
* Remember Jinzo? Well, he has an upgraded form in [[https://yugipedia.com/wiki/Jinzo_-_Lord Jinzo - Lord]], used by a one-off antagonist in the [[NoDubForYou un-dubbed fourth season of GX]]. And it sucks. For the price of tributing a Jinzo, this card yields a miserable 200-point ATK boost and an effect to destroy face-up Traps to deal a minuscule amount of burn damage--something that is only useful against very specific decks, and even then, is fairly dubious due to destroying cards which are currently negated and useless. Even dedicated Jinzo decks, which have multiple ways to easily cheat it out, avoid this thing because it does almost nothing that standard Jinzo can't.
* What happens when you staple together [[ScrappyMechanic coin flip effects]] and an all-risk-small-reward factor onto an archetype? You get the [[https://yugipedia.com/wiki/Arcana_Force Arcana Force]], which are all based on doing coin-flips to gain a beneficial effect when landing heads, and dish out a detrimental effect onto their player when landing tails. Needless to say, playing the deck is a LuckBasedMission in which heads results yield an underpowered and slow deck with underwhelming monster effects, and tails results quickly degrade into an automatic loss. While they do have powerful beatsticks in the [[https://yugipedia.com/wiki/Arcana_Force_EX_-_The_Light_Ruler EX]] [[https://yugipedia.com/wiki/Arcana_Force_EX_-_The_Dark_Ruler Monsters]], they require three tributes to summon, when most of the time Arcana Force is lucky just to have one monster survive the opponent's turn. The only card that saw some play was [[https://yugipedia.com/wiki/Arcana_Force_XXI_-_The_World Arcana Force XXI - The World]] for its ExtraTurn-lock down effect, but it was used in faster decks that went as far away as possible from the monster's lineage. The real nail in the coffin with the Arcana Force archetype is simply the chance isn't worth taking. In Yu-Gi-Oh, for players to take the chance with effects, the benefits had to be worth the risk; but the Arcana Force monsters had effects that barely benefited the player at best or severely crippled the player at worst.
* The [[https://yugipedia.com/wiki//Assault_Mode Assault Mode]] series of monsters were introduced and promoted in a 5D's side episode and are the face of the ''Crimson Crisis'' pack, but they became a laughing stock of the era. Conceptually, they were buffed versions of Synchro monsters, but were so filled with bad design decisions that it severely handicapped their playability. First, unlike Synchro monsters, each one is a standard effect monster, meaning they require taking slots in your main deck to be played. Next, they require you to first Synchro Summon the original, and then use the trap card [[https://yugipedia.com/wiki/Assault_Mode_Activate Assault Mode Activate]] to tribute it to summon its Assault Mode Counterpart from the deck. This makes summoning any of them a minimum 3-card combo that is very vulnerable to interruption, and if a deck runs only one copy of the Assault Mode version and draws it, it becomes the mother of all dead draws. It's a strategy that effectively requires building an entire deck around to achieve with any regularity, for monsters whose effects often weren't that great anyways. [[https://yugipedia.com/wiki/Stardust_Dragon/Assault_Mode Stardust Dragon/Assault Mode]] was the only one that saw any significant play, due to a strong stat-line and being a once-per-turn omni-negate when those were still rare, and it was generally seen as a rogue strategy at best. By the time they got more support 10 years later that addressed many of their biggest weaknesses, it was too-little, too-late.
* [[https://yugipedia.com/wiki/Malefic Malefics]] introduced in ''Anime/YuGiOhBondsBeyondTime'' are a set of corrupted fan-favorite dragons that may have some of the most self-lobotomizing effects in the entire game. Similar to the Guardians, they can't be summoned at all unless the player banishes their non-Malefic counterpart card from their hand or deck, which makes summoning the ones based on Main Deck monsters a complete pain, as the main deck monster in question is almost always a dead draw and turns its own Malefic into a dead draw if it's put out of reach somehow (the Extra Deck Malefics at least don't have this issue). When brought out, all the player gets is a beater that has no beneficial effects, but plenty of detrimental ones including the prevention of their other monsters from attacking, locking out the summoning of other Malefic monsters, and is destroyed if there is no field spell. While [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Malefic Stardust Dragon]] saw some play in competitive [[https://yugipedia.com/wiki/Gravekeeper%27s Gravekeeper]] decks (whose heart and soul is their field spell [[https://yugipedia.com/wiki/Necrovalley Necrovalley]]) [[NotCompletelyUseless thanks to its field spell protection effect]] and [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon Malefic Cyber End Dragon]] sometimes gets run as an easy 4000 ATK beatstick in decks that lack such an option, the Malefics' own field spell [[https://yugipedia.com/wiki/Malefic_World Malefic World]] is a joke, only providing a randomized search effect in place of the draw step. It's also required for summoning their [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Synchro boss Monster]] that has a fantastic Synchro monster recycling effect, but it's automatically destroyed without Malefic World. Despite having a [[https://yugipedia.com/wiki/Malefic_Parallel_Gear unique Tuner]] that uses monsters from the hand for a Synchro Summon, a pure Malefic deck is completely unreliable with their laundry list of restrictions. Malefics were finally given a shot in the arm by Duel Overload thanks to a handful of support cards that address most of their issues, turning pure Malefics from an unplayable mess into a workable but unspectacular beatdown deck, although players wasted no time pointing out how the original Malefic cards were so poorly designed that they needed a card that ''[[https://yugipedia.com/wiki/Malefic_Territory rewrites their effects entirely]]'' similar to their anime versions (intended to swarm the field with beatsticks without using up Normal Summon) to become playable.
* [[https://yugipedia.com/wiki/Earthbound_Immortal Earthbound Immortals]], fellow ''Anime/YuGiOh5Ds''-era Field Spell-focused villainous boss monster archetype, have not seen much more luck and for pretty much all the same reasons. A lineup of Level 10 Dark monsters based on the [[LandmarkOfLore Nazca Lines]], they do boast some unique benefits (they can't be attacked and can attack the opponent directly), but share the same downsides as Malefics (they die without a Field Spell and you can only have one out) without the special summoning condition that would at least turn them into easy big beatsticks; they don't even have any kind of way to generate tribute fodder. Each one does at least have a personalized effect, but most of those effects are flat-out bad, either consuming additional resources, only activating when the Earthbound Immortal gets destroyed by something else, or just being too hard to pull off. While Malefics had a bad Field Spell, Earthbounds straight-up didn't have one initially, meaning they were meant to be a series of stand-alone alternate boss monsters (like how the Dark Signers used them, of which the version they used have immunity to opponent's Spell/Trap and doesn't immediately die when there are no Field Spell, but does so at the End Phase), without having any strong support to make it easier. Malefics at least got enough support to function later on, but when Earthbound Immortals got their BalanceBuff, it was a complete mess, attempting to fuse the deck with Rex Goodwin's "[[https://yugipedia.com/wiki/Inca Incan]]" monsters for a bizarre strategy that used Synchros as Tribute material. Their central Field Spell, [[https://yugipedia.com/wiki/Earthbound_Geoglyph Earthbound Geoglyph]], is scarcely better than Malefic World. It's quite telling that the closest thing the archetype has ever been to meta is various OTK and FTK decks that abused [[https://yugipedia.com/wiki/Earthbound_Immortal_Aslla_piscu Aslla piscu]]'s floating effect in combination with cards like [[https://yugipedia.com/wiki/Union_Carrier Union Carrier]]--a strategy that is ''definitely'' NotTheIntendedUse.
* [[https://yugipedia.com/wiki/Nordic Nordics]], one of the most infamous legacies of the 5D's era whose designs based around Myth/NorseMythology are generally seen as being far more interesting than the deck itself (though the idea would eventually be revisited in a far better form in the [[https://yugipedia.com/wiki/Generaider Generaider]] archetype). Theoretically, they're designed as a Synchro turbo deck focused on bringing out one of the three [[https://yugipedia.com/wiki/Aesir Aesir]] monsters and then playing a game of defend-the-castle while the high-statted, self-reviving Aesir crushes the opponent. In practice, it fails on virtually every level. The Nordic cards' effects are horribly costly, slow, and/or just plain underwhelming (to put things in perspective, their archetypal search card--normally the domain of Spells or Monster effects--is a ''[[https://yugipedia.com/wiki/Gleipnir,_the_Fetters_of_Fenrir Normal Trap]]'' for some inexplicable reason), often doing nothing to help fill the hideously demanding summoning requirements of the Aesirs or provide anything resembling a defense against opponents, and the Aesirs themselves are quite underwhelming for the amount of effort needed to summon them, to the point where anyone that does attempt a Nordic build will invariably [[BoringButPractical just summon generic Synchro monsters instead]] on the rare occasion that they actually manage to set up a field. Their revival effect requires you to banish Tuners from your Graveyard, limiting the number of times it can be used, and their other effects like Thor's effect negation and Odin's protection from card effects would be great if they were Quick Effects but are just terrible at Spell Speed 1. In general, the majority of cards in the deck were derived from a single clumsily-plotted anime duel before being nerfed for good measure by making most of them only usable with other Nordic cards (for comparison, the anime version of the Aesirs have generic requirement of Synchro material as well as its revival effect being costless, making them playable as stand-alone boss monsters). Like a lot of crappy archetypes, Nordics ended up getting a helping of legacy support, although the results are still fairly mediocre. Despite [[https://yugipedia.com/wiki/Gullveig_of_the_Nordic_Ascendant Gullveig]] letting them turbo out Aesir monsters with unparalleled ease and a handful of other support cards later on providing more search power, swarming, and better utility (such as [[https://yugipedia.com/wiki/Nordic_Relic_Svalinn a reusable board-wide negate and cheap revival for Aesirs]]), the deck still isn't very highly regarded, mainly because while they can now actually access their intended boss monsters, those bosses themselves are just plain bad by modern standards, and the legacy support focused on summoning Aesirs easier to the detriment of almost everything else. Fans generally agree that Nordics desperately need more Extra Deck monsters, preferably lower-levelled Synchros or retrained Aesirs, in order to make the deck actually work.
* [[https://yugipedia.com/wiki/Meklord Meklords]] are the next villainous archetype of the 5D's era after the Earthbound Immortals, and the antithesis to Synchro monsters -- level 1 monsters with the ability to absorb enemy Synchros and turn their power against the opponent. Ignoring the fact that Meklords are [[CripplingOverspecialization powerless against other Extra Deck monsters]], Meklords also struggle against Synchros themselves since they have no consistent innate ability to interrupt enemy plays involving Synchros or protection from Synchros, and a number of their own unique effects are mainly battle- and burn-oriented, which, even at the time of their release, was getting obsoleted in favor of effect-based removal. Their boss monsters, Mekanikle and Asterisk, in comparison to their summoning condition-free anime versions, are too costly to summon and have their effects nerfed to the point that it doesn't justify the process, and their support cards are split a little too thinly between the Meklord Emperors and the Meklord Army cards to significantly support the archetype. They were ''somewhat'' helped by a later wave of support, which introduced a proper boss monster in the form of [[https://yugipedia.com/wiki/Meklord_Astro_Dragon_Triskelion Triskelion]] as well as a number of cards that granted them much better search options and ways to bring out their monsters, which brought the deck up to an "OTK or bust" strategy.
* The [[https://yugipedia.com/wiki/CXyz CXyz]] and [[https://yugipedia.com/wiki/Number_C Number C]] cards, which are used by many ZEXAL characters, are dependent on [[https://yugipedia.com/wiki/Rank-Up-Magic Rank-Up-Magic]] cards to evolve Xyz monsters into stronger versions that are otherwise impossible to Summon. Frequently the process involves too many steps for a lackluster payoff, especially when there initially was no way to search for the Rank-Up-Magic spell, and it is far more easier to just go with the [[BoringButPractical ubiquitous Rank 4 toolbox]] or [[https://yugipedia.com/wiki/Cyber_Dragon_Infinity cards that Rank Up without needing a Spell]]. Not helping matters is that while [[https://yugipedia.com/wiki/Number_S0:_Utopic_ZEXAL Utopic ZEXAL]] was playable, Konami was reluctant to print a Rank-Up-Magic searcher to keep Utopic ZEXAL from being too easy to access, and even [[https://yugipedia.com/wiki/Rank-Up-Magic_Argent_Chaos_Force Argent Chaos Force]] saw some time being banned due to Utopic ZEXAL's presence. It's telling that after Utopic ZEXAL got banned, it opened the doors for [[https://yugipedia.com/wiki/ZS_-_Ascended_Sage RUM]] [[https://yugipedia.com/wiki/Zexal_Construction searchers]] to enter circulation and help support the strategy.
* Performapals, being the pioneer of the Pendulum mechanic, were glossed over for being inconsistent, due to having a wide variety of monster Levels and Pendulum scales that may lead to bricky hands. However, as time went on, they got increasing amounts of support that really polished how they play, peaking at [=PePe=], where they could synergize with sister archetype Performages, swinging to [[HighTierScrappy the polar opposite of this trope]] and requiring an emergency banlist to rein in.

!! Other cards



* CCGImportanceDissonance is an occupational hazard in the card game. Compare the anime with real life and you'll notice that a lot of cards and archetypes that get plenty of screentime don't fare very well in real life, since you don't get TheMagicPokerEquation to reliably use a lot of really niche cards.
** [[TheHero Yugi's]] deck has a rather underwhelming reputation outside of the most casual circles. Due to being designed in a time where the game was barely even a game, its highly successful anime record ends up translating to a bunch of severely outdated, banned, or nerfed cards with little to no consistency in design. The stereotype of its users as suffering majorly from the NostalgiaFilter or refusing to play against any deck released after 2005 certainly hasn't helped its reputation. That said, a lot of his monsters have broken off and had their own archetypes and support to make them functional, making decks like [[https://yugipedia.com/wiki/Dark_Magician_(archetype) Dark Magicians]], [[https://yugipedia.com/wiki/Gadget Gadgets]], [[https://yugipedia.com/wiki/Black_Luster_Soldier_(archetype) Black Luster]]/[[https://yugipedia.com/wiki/Gaia_The_Fierce_Knight_(archetype) Gaia Knights]], [[https://yugipedia.com/wiki/Buster_Blader_(archetype) Buster Bladers]], and [[https://yugipedia.com/wiki/Magnet_Warrior Magnet Warriors]] at worst playable, which has [[RescuedFromTheScrappyHeap improved the deck's standing quite a bit]]--though trying to combine them will still usually get you laughed at.
** The "Blue-Eyes has [[UnskilledButStrong power]] but Red-Eyes has [[WeakButSkilled potential]]" mantra really did not age well. Over time, both archetypes were fleshed out with a wealth of support -- while Blue-Eyes was a bit bricky, it made for a cohesive focus on the central monster. Meanwhile, the Red-Eyes support tried to take the archetype in many different directions, between equips, Normal Monster support, and some Gemini retrains, all of which came off as far less focused than the counterpart, [[MasterOfNone much to its detriment]].
** Of the Egyptian God Cards, and perhaps cards in general, none had it worse in the transition to real life than [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra The Winged Dragon of Ra]]. In the manga and anime, it was a monster with near-perfect protection (shared with the other Egyptian Gods, but Ra is higher in Hierarchy), three major effects of extreme strength, and [[SuperpowerLottery a notoriously extensive laundry list of minor abilities]] that made it the undisputed strongest card in the series. Some nerfing was expected in its OCG incarnation when it arrived in 2009, but they overcompensated so badly that it resulted in a card that just flat-out sucks. While it retains somewhat nerfed versions of its Point-To-Point transfer and Phoenix Mode abilities, the former is the only way for it to have any ATK at all (and requires ''all but 100'' LP as payment), the latter is just an unimpressive targeted-destruction ability, and they can't be used together unless you can get back some of your LP after summoning it, because the former can only be used right after it was Normal Summoned. It has no protection outside of blocking effects on its summon, which turns it into a massive clay pigeon (all the worse when both its effects require blowing through lots of LP). And worst of all, it's the only Egyptian God that can't be Special Summoned at all, requiring three Tributes--especially painful when [[{{Irony}} Ra was ''designed'' to be Special Summoned in the series]]. The result is an absolute joke of a card that was useless even on release, while its two counterparts, [[https://yugipedia.com/wiki/Obelisk_the_Tormentor Obelisk]] and [[https://yugipedia.com/wiki/Slifer_the_Sky_Dragon Slifer]], went on to varying levels of actual success. Tellingly, Konami seems to have realized how badly they screwed up with Ra, releasing many different support cards (culminating in a total of ''five'' in the Rage of Ra set) that tried to restore its series potency, but even then, it's rather sad that you have to essentially build a whole deck around Ra just to get a fraction of what it could do on its own in the series. Even more depressingly, [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra_-_Sphere_Mode Ra Sphere Mode]] turned out to be much better as a removal option than a means of supporting Ra, which led to it seeing far more play on its own than Ra ever did.
** [[https://yugipedia.com/wiki/Guardian The Guardians]], one of the very first archetypes ever introduced, is also widely considered one of the worst as well. They are defined by being impossible to summon, period, without having a specific (and decent to mediocre) Equip card on the field. As Equip cards can't be played by themselves, this makes Guardians impossible to use by themselves. And even once they had been summoned, most of the Guardians were nothing special, and [[https://yugipedia.com/wiki/Guardian_Elma one of them]] became outright unusable after [[https://yugipedia.com/wiki/Butterfly_Dagger_-_Elma their Equip Spell]] was banned for [[NotTheIntendedUse reasons that had nothing to do with the archetype.]] The only Guardians to be even mildly well-regarded are [[https://yugipedia.com/wiki/Guardian_Eatos Eatos]] and [[https://yugipedia.com/wiki/Guardian_Dreadscythe Dreadscythe]], who were released years later and were clearly designed to be as independent as possible from the rest (including having the summon restriction removed), and [[https://yugipedia.com/wiki/Guardian_Grarl Grarl]] had a very short window of popularity at the beginning of ''Duel Links.''[[note]]The game pulled a ResetButton on the card pool, which meant that a 2500 ATK beater that could Special Summon itself became a rare and powerful effect that made it ladder viable despite needing to control [[https://yugipedia.com/wiki/Gravity_Axe_-_Grarl Gravity Axe]], which itself was viable due to position freezing being a good effect in early Duel Links. It was quickly outclassed by more consistent options, but it was at least satisfying to use rather than completely unwieldy.[[/note]] Bizarrely, the anime [[MerchandiseDriven saw fit]] to make Guardian-user Rafael the first character to fairly break [[InvincibleHero Yami Yugi's]] [[BrokenWinLossStreak winning streak]].
** The [[https://yugipedia.com/wiki/Neo-Spacian Neo-Spacians]], introduced in ''Anime/YuGiOhGX'', were an early experiment in Extra Deck summoning outside of standard Fusion. They could summon their Fusion monsters without the use of Polymerization, instead being based on "Contact Fusion" that merely required you to return the relevant monsters to your deck. Unfortunately, Konami apparently felt so tentative with this strategy that they decided to add balancing factors... and then they kept adding them until the deck was unusable. The Neo-Spacians themselves had terrible stats and generally unimpressive effects, and the only monster they could fuse with was [[https://yugipedia.com/wiki/Elemental_HERO_Neos Elemental HERO Neos]], a high-cost monster with low stats for its level and no effects. Getting both Neos and a Neo-Spacian on the field and keeping them alive for a Contact Fusion was surprisingly risky, and a lot slower than regular Fusion. You'd expect the Neos fusions to be game-winners to make up for all this effort, but instead, they not only possessed similarly lackluster stats and effects, but unless you had a specific (and similarly unimpressive) [[https://yugipedia.com/wiki/Neo_Space Field Spell]] out, ''they returned to the Extra Deck at the end of your turn'' and left you with nothing, meaning that accomplishing the goal of the Deck usually left you with spent resources and an empty field. The deck had almost no synergy with standard [[https://yugipedia.com/wiki/Elemental_HERO Elemental HERO]] builds despite Neos's presence, it had multiple sub-archetypes such as [[https://yugipedia.com/wiki/NEX NEX]] and [[https://yugipedia.com/wiki/Chrysalis Chrysalis]] monsters that did nothing to help it, and being used by protagonist Judai Yuki meant it kept getting cards released to the end of GX's lifespan, none of which actually fixed the deck's massive issues. The nails in its coffin came when Konami released the ''second'' Contact Fusion-based archetype, [[https://yugipedia.com/wiki/Gladiator_Beast Gladiator Beasts]], which handily fixed every problem that Neo-Spacians had and proceeded to become one of the most fun and effective decks of its time, showing just how much potential the Neo-Spacians could have had if they were designed properly. The Neo-Spacians were so hated that [[NeverLiveItDown they've even colored appraisals of their user]], Judai Yuki, with detractors naming the deck as a reason for him being "the worst protagonist", and fans of the character cursing the deck for making the cards of their favorite character nearly impossible to use. Thankfully, ''Savage Strike'''s support has led to the deck being RescuedFromTheScrappyHeap, with cards like [[https://yugipedia.com/wiki/Neo_Space_Connector Neo Space Connector]], [[https://yugipedia.com/wiki/Contact_Gate Contact Gate]], [[https://yugipedia.com/wiki/Neos_Fusion Neos Fusion]], and [[https://yugipedia.com/wiki/Elemental_HERO_Cosmo_Neos Cosmo Neos]] finally making the deck viable, even in competitive play.
** Unlike the Neo-Spacians, fellow GX main-character archetype [[https://yugipedia.com/wiki/Vehicroid Vehicroids]] are considered similarly bad, but are mostly just forgotten (likely due to their weaker designs and less popular user). Where Neo-Spacians have an intriguing concept with colossal drawbacks, Vehicroids are largely remembered for having no concept whatsoever, with [[MasterOfNone a great variety of effects, but no real focus or unifying strategy.]] The majority of their monsters are passable at best for their time period, but very few have effects that synergize with each other. Only a few saw any kind of play outside of the most casual decks, and though they had a few powerful cards, they had almost no way to actually make use of them. The biggest indicator of how useless the archetype was would probably be the [[https://yugipedia.com/wiki/Speedroid Speedroid]] archetype, which, despite being fully able to take part in Vehicroid support thanks to their shared name, almost entirely shunned them in favor of their own support because the Vehicroids were just that pathetic. They were given a ''colossal'' balance buff in the ''Legendary Duelists'' pack, with several cards with massively bloated texts being released to try to finally make them a functional archetype; general consensus is that the resulting archetype is barely playable, especially given that it still requires you to run the now horribly outdated originals, but it's at least objectively better than whatever it was before.
** [[https://yugipedia.com/wiki/Cyberdark Cyberdarks]] are another GX archetype that got the shaft upon their release. Their gimmick is equipping Level Three or lower Dragon type monsters from the Graveyard to boost their ATK by the Dragon's ATK points and use them as protection from battle destruction. The problems begin with the fact that they are ''all Machine-type'', forcing a player building a Cyberdark deck to awkwardly juggle between two types of monsters which makes for an inconsistent mess of a deck that has next-to-no synergy between cards[[note]][[http://yugipedia.com/wiki/Limiter_Removal Limiter Removal]] would boost your Machine-type monsters, but not your Dragon-type monsters[[/note]]. It doesn't help that very few Level Three Dragons even existed at the time of their release[[note]] This led to the unimpressive [[http://yugipedia.com/wiki/Hunter_Dragon Hunter Dragon]] or [[http://yugipedia.com/wiki/Twin-Headed_Behemoth Twin Headed Behemoth]] being auto-includes, along with the throw-in of Dragunity cards when you are better off making a pure Dragunity deck[[/note]], and that the main deck Cyberdark monsters all have the laughable ATK points of 800 without equips along with having battle effects that are completely forgettable. Topping off the train wreck is that their Extra Deck boss monster [[https://yugipedia.com/wiki/Cyberdark_Dragon Cyberdark Dragon]], while easy to Fusion Summon with [[https://yugipedia.com/wiki/Cyberdark_Impact! Cyberdark Impact]], has a measly 1000 ATK points without equipping a Dragon (at least it is of any level), and has no protection outside of battle, meaning that something as simple as [[https://yugipedia.com/wiki/Dark_Hole Dark Hole]] can make all the effort put into Fusion Summoning it and powering it up go down the drain with no chance of recovery. The end result is a GlassCannon deck that needs a meadow's worth of four-leaved clovers to fire, and needs the opponent to tip over a diner's supply of salt shakers to actually land a hit. After over a decade, Cyberdarks finally [[BalanceBuff got some TLC in the form of Legacy support]] with the introduction of [[https://yugipedia.com/wiki/Cyberdark_Cannon Cyberdark Cannon]] and [[https://yugipedia.com/wiki/Cyberdark_Claw Cyberdark Claw]] which are Level Three Dragon-type monsters with versatile Graveyard-dumping effects and card draw/searching, along with [[https://yugipedia.com/wiki/Cyberdarkness_Dragon Cyberdarkness Dragon]], a new boss monster that can equip both Dragon and Machine monsters and can negate and destroy any card by dumping any equipped card. While not enough to make them competitive, as you still need to run the outdated original cards, the archetype stopped being a laughing stock and became playable with the new support that fixed many of the archetype's problems. By fan demand, they then proceeded to get ''another'' wave of support (including [[https://yugipedia.com/wiki/Attachment_Cybern more]] [[https://yugipedia.com/wiki/Cyberdark_Chimera setup]] [[https://yugipedia.com/wiki/Cyberdark_Realm tools]] and a [[https://yugipedia.com/wiki/Cyberdark_End_Dragon formidable finisher]]), which [[RescuedFromTheScrappyHeap solidly redeemed them]].
** The [[https://yugipedia.com/wiki/Crystal_Beast Crystal Beast]] archetype suffers from this trope in a couple of ways:
*** The archetype maintains one of the strongest and most varied libraries of Spell and Trap support, which can search for the Crystal Beasts, put them on the field, and use the Crystal Beasts in the backrow for a number of purposes. However, the main Crystal Beast lineup is ''terrible''. It was stuck with seven maindeck monsters, (until [[https://yugipedia.com/wiki/Crystal_Beast_Rainbow_Dragon an eighth one]] was added) and of the selection about three of them (Carbuncle, Pegasus, and maybe Tiger or Eagle depending on the time period) were considered playable even at the time of release. The monster lineup stagnated as they never even got retrains like older archetypes did. Its Pendulum support, [[https://yugipedia.com/wiki/Crystal_Master Crystal Master]] and [[https://yugipedia.com/wiki/Crystal_Keeper Crystal Keeper]], were rendered unplayable by Master Rule 4 as using them as Pendulum Cards took up space that would otherwise be used for Crystal Beasts in the backrow. While the archetype received regular support over the years, players are still begging Konami to improve the main monster lineup so they have more options to use; [[https://yugipedia.com/wiki/Advanced_Crystal_Beast Advanced Crystal Beasts]] were loads more powerful than the original seven and are compatible with Crystal S/T support, but their dependence on [[https://yugipedia.com/wiki/Advanced_Dark Advanced Dark]] to even exist really injured their ability to function.
*** Their boss monster, [[https://yugipedia.com/wiki/Rainbow_Dragon Rainbow Dragon]], is heavily AwesomeButImpractical. Playing it not only requires massive amounts of setup, but for the user to be running at least one copy of nearly every Crystal Beast, including the long-outdated ones. For all that work, it does boast 4000 ATK, but it has no protection at all, its effects can't be activated on the turn it's summoned, and both of them have additional costs. One requires the loss of all the Crystal Beast monsters you control just to pump up its stats (the one thing it ''doesn't'' need), and the other spins the whole field, but it banishes all Crystal Beasts in your Graveyard (likely crippling you for the rest of the duel), does not exempt Rainbow Dragon from the mass-spin, and is in an archetype that already has [[https://yugipedia.com/wiki/Crystal_Abundance a strong field-nuke option]]. The result is a card that, despite downright ''absurd'' buildup in the anime and requiring an entire deck built around it, ends up a GlassCannon that more often than not shoots its user instead of the opponent. Tellingly, just about every successful Crystal Beast deck eschews Rainbow Dragon; once Xyz and Links were added to the game, the deck found a far more constructive use of its swarming playstyle, and even in the ''GX'' and ''5D's'' period, [[https://yugipedia.com/wiki/Hamon,_Lord_of_Striking_Thunder several]] [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon other]] [[https://yugipedia.com/wiki/Dragon_Queen_of_Tragic_Endings cards]] much better filled the boss monster role.
*** To add insult to injury, monster support for the archetype continued to try to push Rainbow Dragon as the Crystal Beast boss monster rather than improve the Crystal Beast base. Despite the inclusion of [[https://yugipedia.com/wiki/Rainbow_Overdragon Rainbow Overdragon]], [[https://yugipedia.com/wiki/Rainbow_Dragon_Overdrive Rainbow Dragon Overdrive]], and a ton of "Ultimate Crystal" support, Rainbow Dragon is still basically only played to any degree of seriousness in decks focused on [[https://yugipedia.com/wiki/Rainbow_Neos Rainbow Neos]], where it's nothing more than fusion material.
** Remember Jinzo? Well, he has an upgraded form in [[https://yugipedia.com/wiki/Jinzo_-_Lord Jinzo - Lord]], used by a one-off antagonist in the [[NoDubForYou un-dubbed fourth season of GX]]. And it sucks. For the price of tributing a Jinzo, this card yields a miserable 200-point ATK boost and an effect to destroy face-up Traps to deal a minuscule amount of burn damage--something that is only useful against very specific decks, and even then, is fairly dubious due to destroying cards which are currently negated and useless. Even dedicated Jinzo decks, which have multiple ways to easily cheat it out, avoid this thing because it does almost nothing that standard Jinzo can't.
** What happens when you staple together [[ScrappyMechanic coin flip effects]] and an all-risk-small-reward factor onto an archetype? You get the [[https://yugipedia.com/wiki/Arcana_Force Arcana Force]], which are all based on doing coin-flips to gain a beneficial effect when landing heads, and dish out a detrimental effect onto their player when landing tails. Needless to say, playing the deck is a LuckBasedMission in which heads results yield an underpowered and slow deck with underwhelming monster effects, and tails results quickly degrade into an automatic loss. While they do have powerful beatsticks in the [[https://yugipedia.com/wiki/Arcana_Force_EX_-_The_Light_Ruler EX]] [[https://yugipedia.com/wiki/Arcana_Force_EX_-_The_Dark_Ruler Monsters]], they require three tributes to summon, when most of the time Arcana Force is lucky just to have one monster survive the opponent's turn. The only card that saw some play was [[https://yugipedia.com/wiki/Arcana_Force_XXI_-_The_World Arcana Force XXI - The World]] for its ExtraTurn-lock down effect, but it was used in faster decks that went as far away as possible from the monster's lineage. The real nail in the coffin with the Arcana Force archetype is simply the chance isn't worth taking. In Yu-Gi-Oh, for players to take the chance with effects, the benefits had to be worth the risk; but the Arcana Force monsters had effects that barely benefited the player at best or severely crippled the player at worst.
** The [[https://yugipedia.com/wiki//Assault_Mode Assault Mode]] series of monsters were introduced and promoted in a 5D's side episode and are the face of the ''Crimson Crisis'' pack, but they became a laughing stock of the era. Conceptually, they were buffed versions of Synchro monsters, but were so filled with bad design decisions that it severely handicapped their playability. First, unlike Synchro monsters, each one is a standard effect monster, meaning they require taking slots in your main deck to be played. Next, they require you to first Synchro Summon the original, and then use the trap card [[https://yugipedia.com/wiki/Assault_Mode_Activate Assault Mode Activate]] to tribute it to summon its Assault Mode Counterpart from the deck. This makes summoning any of them a minimum 3-card combo that is very vulnerable to interruption, and if a deck runs only one copy of the Assault Mode version and draws it, it becomes the mother of all dead draws. It's a strategy that effectively requires building an entire deck around to achieve with any regularity, for monsters whose effects often weren't that great anyways. [[https://yugipedia.com/wiki/Stardust_Dragon/Assault_Mode Stardust Dragon/Assault Mode]] was the only one that saw any significant play, due to a strong stat-line and being a once-per-turn omni-negate when those were still rare, and it was generally seen as a rogue strategy at best. By the time they got more support 10 years later that addressed many of their biggest weaknesses, it was too-little, too-late.
** [[https://yugipedia.com/wiki/Malefic Malefics]] introduced in ''Anime/YuGiOhBondsBeyondTime'' are a set of corrupted fan-favorite dragons that may have some of the most self-lobotomizing effects in the entire game. Similar to the Guardians, they can't be summoned at all unless the player banishes their non-Malefic counterpart card from their hand or deck, which makes summoning the ones based on Main Deck monsters a complete pain, as the main deck monster in question is almost always a dead draw and turns its own Malefic into a dead draw if it's put out of reach somehow (the Extra Deck Malefics at least don't have this issue). When brought out, all the player gets is a beater that has no beneficial effects, but plenty of detrimental ones including the prevention of their other monsters from attacking, locking out the summoning of other Malefic monsters, and is destroyed if there is no field spell. While [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Malefic Stardust Dragon]] saw some play in competitive [[https://yugipedia.com/wiki/Gravekeeper%27s Gravekeeper]] decks (whose heart and soul is their field spell [[https://yugipedia.com/wiki/Necrovalley Necrovalley]]) [[NotCompletelyUseless thanks to its field spell protection effect]] and [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon Malefic Cyber End Dragon]] sometimes gets run as an easy 4000 ATK beatstick in decks that lack such an option, the Malefics' own field spell [[https://yugipedia.com/wiki/Malefic_World Malefic World]] is a joke, only providing a randomized search effect in place of the draw step. It's also required for summoning their [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Synchro boss Monster]] that has a fantastic Synchro monster recycling effect, but it's automatically destroyed without Malefic World. Despite having a [[https://yugipedia.com/wiki/Malefic_Parallel_Gear unique Tuner]] that uses monsters from the hand for a Synchro Summon, a pure Malefic deck is completely unreliable with their laundry list of restrictions. Malefics were finally given a shot in the arm by Duel Overload thanks to a handful of support cards that address most of their issues, turning pure Malefics from an unplayable mess into a workable but unspectacular beatdown deck, although players wasted no time pointing out how the original Malefic cards were so poorly designed that they needed a card that ''[[https://yugipedia.com/wiki/Malefic_Territory rewrites their effects entirely]]'' similar to their anime versions (intended to swarm the field with beatsticks without using up Normal Summon) to become playable.
** [[https://yugipedia.com/wiki/Earthbound_Immortal Earthbound Immortals]], fellow ''Anime/YuGiOh5Ds''-era Field Spell-focused villainous boss monster archetype, have not seen much more luck and for pretty much all the same reasons. A lineup of Level 10 Dark monsters based on the [[LandmarkOfLore Nazca Lines]], they do boast some unique benefits (they can't be attacked and can attack the opponent directly), but share the same downsides as Malefics (they die without a Field Spell and you can only have one out) without the special summoning condition that would at least turn them into easy big beatsticks; they don't even have any kind of way to generate tribute fodder. Each one does at least have a personalized effect, but most of those effects are flat-out bad, either consuming additional resources, only activating when the Earthbound Immortal gets destroyed by something else, or just being too hard to pull off. While Malefics had a bad Field Spell, Earthbounds straight-up didn't have one initially, meaning they were meant to be a series of stand-alone alternate boss monsters (like how the Dark Signers used them, of which the version they used have immunity to opponent's Spell/Trap and doesn't immediately die when there are no Field Spell, but does so at the End Phase), without having any strong support to make it easier. Malefics at least got enough support to function later on, but when Earthbound Immortals got their BalanceBuff, it was a complete mess, attempting to fuse the deck with Rex Goodwin's "[[https://yugipedia.com/wiki/Inca Incan]]" monsters for a bizarre strategy that used Synchros as Tribute material. Their central Field Spell, [[https://yugipedia.com/wiki/Earthbound_Geoglyph Earthbound Geoglyph]], is scarcely better than Malefic World. It's quite telling that the closest thing the archetype has ever been to meta is various OTK and FTK decks that abused [[https://yugipedia.com/wiki/Earthbound_Immortal_Aslla_piscu Aslla piscu]]'s floating effect in combination with cards like [[https://yugipedia.com/wiki/Union_Carrier Union Carrier]]--a strategy that is ''definitely'' NotTheIntendedUse.
** [[https://yugipedia.com/wiki/Nordic Nordics]], one of the most infamous legacies of the 5D's era whose designs based around Myth/NorseMythology are generally seen as being far more interesting than the deck itself (though the idea would eventually be revisited in a far better form in the [[https://yugipedia.com/wiki/Generaider Generaider]] archetype). Theoretically, they're designed as a Synchro turbo deck focused on bringing out one of the three [[https://yugipedia.com/wiki/Aesir Aesir]] monsters and then playing a game of defend-the-castle while the high-statted, self-reviving Aesir crushes the opponent. In practice, it fails on virtually every level. The Nordic cards' effects are horribly costly, slow, and/or just plain underwhelming (to put things in perspective, their archetypal search card--normally the domain of Spells or Monster effects--is a ''[[https://yugipedia.com/wiki/Gleipnir,_the_Fetters_of_Fenrir Normal Trap]]'' for some inexplicable reason), often doing nothing to help fill the hideously demanding summoning requirements of the Aesirs or provide anything resembling a defense against opponents, and the Aesirs themselves are quite underwhelming for the amount of effort needed to summon them, to the point where anyone that does attempt a Nordic build will invariably [[BoringButPractical just summon generic Synchro monsters instead]] on the rare occasion that they actually manage to set up a field. Their revival effect requires you to banish Tuners from your Graveyard, limiting the number of times it can be used, and their other effects like Thor's effect negation and Odin's protection from card effects would be great if they were Quick Effects but are just terrible at Spell Speed 1. In general, the majority of cards in the deck were derived from a single clumsily-plotted anime duel before being nerfed for good measure by making most of them only usable with other Nordic cards (for comparison, the anime version of the Aesirs have generic requirement of Synchro material as well as its revival effect being costless, making them playable as stand-alone boss monsters). Like a lot of crappy archetypes, Nordics ended up getting a helping of legacy support, although the results are still fairly mediocre. Despite [[https://yugipedia.com/wiki/Gullveig_of_the_Nordic_Ascendant Gullveig]] letting them turbo out Aesir monsters with unparalleled ease and a handful of other support cards later on providing more search power, swarming, and better utility (such as [[https://yugipedia.com/wiki/Nordic_Relic_Svalinn a reusable board-wide negate and cheap revival for Aesirs]]), the deck still isn't very highly regarded, mainly because while they can now actually access their intended boss monsters, those bosses themselves are just plain bad by modern standards, and the legacy support focused on summoning Aesirs easier to the detriment of almost everything else. Fans generally agree that Nordics desperately need more Extra Deck monsters, preferably lower-levelled Synchros or retrained Aesirs, in order to make the deck actually work.
** [[https://yugipedia.com/wiki/Meklord Meklords]] are the next villainous archetype of the 5D's era after the Earthbound Immortals, and the antithesis to Synchro monsters -- level 1 monsters with the ability to absorb enemy Synchros and turn their power against the opponent. Ignoring the fact that Meklords are [[CripplingOverspecialization powerless against other Extra Deck monsters]], Meklords also struggle against Synchros themselves since they have no consistent innate ability to interrupt enemy plays involving Synchros or protection from Synchros, and a number of their own unique effects are mainly battle- and burn-oriented, which, even at the time of their release, was getting obsoleted in favor of effect-based removal. Their boss monsters, Mekanikle and Asterisk, in comparison to their summoning condition-free anime versions, are too costly to summon and have their effects nerfed to the point that it doesn't justify the process, and their support cards are split a little too thinly between the Meklord Emperors and the Meklord Army cards to significantly support the archetype. They were ''somewhat'' helped by a later wave of support, which introduced a proper boss monster in the form of [[https://yugipedia.com/wiki/Meklord_Astro_Dragon_Triskelion Triskelion]] as well as a number of cards that granted them much better search options and ways to bring out their monsters, which brought the deck up to an "OTK or bust" strategy.
** The [[https://yugipedia.com/wiki/CXyz CXyz]] and [[https://yugipedia.com/wiki/Number_C Number C]] archetypes, which are used by many ZEXAL characters, are dependent on [[https://yugipedia.com/wiki/Rank-Up-Magic Rank-Up-Magic]] cards to evolve Xyz monsters into stronger versions that are otherwise impossible to Summon. Frequently the process involved too many steps for a lackluster payoff, especially when there initially was no way to search for the Rank-Up-Magic spell, and it is far more easier to just go with the [[BoringButPractical ubiquitous Rank 4 toolbox]] or [[https://yugipedia.com/wiki/Cyber_Dragon_Infinity cards that Rank Up without needing a Spell]]. Not helping matters is that while [[https://yugipedia.com/wiki/Number_S0:_Utopic_ZEXAL Utopic ZEXAL]] was playable, Konami was reluctant to print a Rank-Up-Magic searcher to keep Utopic ZEXAL from being too easy to access, and even [[https://yugipedia.com/wiki/Rank-Up-Magic_Argent_Chaos_Force Argent Chaos Force]] saw some time on the List due to Utopic ZEXAL's presence. It's telling that after Utopic ZEXAL got banned, it opened the doors for [[https://yugipedia.com/wiki/ZS_-_Ascended_Sage RUM]] [[https://yugipedia.com/wiki/Zexal_Construction searchers]] to enter circulation and help support the strategy.
** Performapals, being the pioneer of the Pendulum mechanic, were glossed over for being inconsistent, due to having a wide variety of monster Levels and Pendulum scales that may lead to bricky hands. However, as time went on, they got increasing amounts of support that really polished how they play, peaking at [=PePe=], where they could synergize with sister archetype Performages, swinging to [[HighTierScrappy the polar opposite of this trope]] and requiring an emergency banlist to rein in.
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** The [[https://yugipedia.com/wiki/CXyz CXyz]] and [[https://yugipedia.com/wiki/Number_C Number C]] archetypes, which are used by many ZEXAL characters, are dependent on [[https://yugipedia.com/wiki/Rank-Up-Magic Rank-Up-Magic]] cards to evolve Xyz monsters into stronger versions that are otherwise impossible to Summon. Frequently the process involved too many steps for a lackluster payoff, especially when there initially was no way to search for the Rank-Up-Magic spell, and it is far more easier to just go with the [[BoringButPractical ubiquitous Rank 4 toolbox]] or [[https://yugipedia.com/wiki/Cyber_Dragon_Infinity cards that Rank Up without needing a Spell]]. Not helping matters is that while [[https://yugipedia.com/wiki/Number_S0:_Utopic_ZEXAL Utopic ZEXAL]] was playable, Konami was reluctant to print a Rank-Up-Magic searcher to keep Utopic ZEXAL from being too easy to access, and even [[https://yugipedia.com/wiki/Rank-Up-Magic_Argent_Chaos_Force Argent Chaos Force]] saw some time on the List due to Utopic ZEXAL's presence. It's telling that after Utopic ZEXAL got banned, it opened the doors for [[https://yugipedia.com/wiki/ZS_-_Ascended_Sage RUM]] [[https://yugipedia.com/wiki/Zexal_Construction searchers]] to enter circulation and help support the strategy.
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** The "Blue-Eyes has [[UnskilledButStrong power]] but Red-Eyes has [[WeakButSkilled potential]]" mantra really did not age well. Over time, both archetypes were fleshed out with a wealth of support -- while Blue-Eyes was a bit bricky, it made for a cohesive focus on the central monster. Meanwhile, the Red-Eyes support tried to take the archetype in many different directions, between equips, Normal Monster support, and some Gemini retrains, all of which came off as far less focused than the counterpart, [[MasterOfNone much to its detriment]].


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** Performapals, being the pioneer of the Pendulum mechanic, were glossed over for being inconsistent, due to having a wide variety of monster Levels and Pendulum scales that may lead to bricky hands. However, as time went on, they got increasing amounts of support that really polished how they play, peaking at [=PePe=], where they could synergize with sister archetype Performages, swinging to [[HighTierScrappy the polar opposite of this trope]] and requiring an emergency banlist to rein in.
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* Some mechanics take time to be good, but [[https://yugipedia.com/wiki/Gemini_monster Geminis]] are particularly long-suffering. Their thing is that when Summoned or in the Graveyard, they're treated as Normal Monsters, and then you can burn a Normal Summon to turn them into Effect Monsters. In theory? A versatile set of cards that can take advantage of Normal Monster support while also boasting abnormally powerful effects. In practice? Slow, inefficient, and dead in the water. Being unable to be treated as Normals in the hand or deck limits the Normal support that can help them, since many of the best Normal cards are searchers or require one in the hand. Most of the initial Gemini Monsters had middling base stats so they'd be overshadowed even by Normal Monsters of their time, and the effects they gain for spending an additional Normal Summon were too weak to be worth the investment. On top of that, the mechanic ''hates'' PowerCreep, since shorter Duels mean that its precious Normal Summons become even more of an opportunity cost. Only a handful of Geminis have ever seen competitive play, and only one notable deck (Gigavise) actually made much use of the mechanic. The only recent decks to involve Geminis are [[https://yugipedia.com/wiki/Red-Eyes Red-Eyes]] (which still often sticks to vanillas) and [[https://yugipedia.com/wiki/Chemicritter Chemicritters]] (which have a [[https://yugipedia.com/wiki/Catalyst_Field Field Spell]] that seems designed to solve all possible Gemini problems), and both are generally seen as tolerable at best.

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* Some mechanics take time to be good, but [[https://yugipedia.com/wiki/Gemini_monster Geminis]] are particularly long-suffering. Their thing is that when Summoned or in the Graveyard, they're treated as Normal Monsters, and then you can burn a Normal Summon to turn them into Effect Monsters. In theory? A versatile set of cards that can take advantage of Normal Monster support while also boasting abnormally powerful effects. In practice? Slow, inefficient, and dead in the water. Being unable to be treated as Normals in the hand or deck limits the Normal support that can help them, since many of the best Normal cards are searchers or require one in the hand. Most of the initial Gemini Monsters had middling base stats so they'd be overshadowed even by Normal Monsters of their time, and the effects they gain for spending an additional Normal Summon were too weak to be worth the investment. On top of that, the mechanic ''hates'' PowerCreep, since shorter Duels mean that its precious Normal Summons become even more of an opportunity cost. Only a handful of Geminis have ever seen competitive play, and only one notable deck (Gigavise) actually made much use of the mechanic. The only recent remotely modern decks to involve Geminis are [[https://yugipedia.com/wiki/Red-Eyes Red-Eyes]] (which still often sticks to vanillas) and [[https://yugipedia.com/wiki/Chemicritter Chemicritters]] (which have a [[https://yugipedia.com/wiki/Catalyst_Field Field Spell]] that seems designed to solve all possible Gemini problems), and both are generally seen as tolerable at best.
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** Digital Bugs also have the unusual honor of coming from an era where Field Spells were often designed to be the centerpiece of a deck, while having possibly the worst archetypal Field Spell in the game: [[https://yugipedia.com/wiki/Bug_Matrix Bug Matrix]]. For comparison, there were [[https://yugipedia.com/wiki/Mausoleum_of_White four]] [[https://yugipedia.com/wiki/Amorphous_Persona other]] [[https://yugipedia.com/wiki/Deskbot_Base Field]] [[https://yugipedia.com/wiki/Fire_King_Island Spells]] in the same set, and they all had at ''least'' three effects. Bug Matrix has two. The first, attaching materials to an Insect-type Xyz from the hand, is effectively a -1 that doesn't advance anything but making the deck's convoluted rankup easier ''and'' is hard-once-per-turn for some reason. The second is boosting Insect ATK by 300, a whole 100 points more than [[https://yugipedia.com/wiki/Forest cards released in 1999.]]

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** Digital Bugs also have the unusual honor of coming from an era where Field Spells were often designed to be the centerpiece of a deck, while having possibly the worst archetypal Field Spell in the game: [[https://yugipedia.com/wiki/Bug_Matrix Bug Matrix]]. For comparison, there were [[https://yugipedia.com/wiki/Mausoleum_of_White four]] [[https://yugipedia.com/wiki/Amorphous_Persona other]] [[https://yugipedia.com/wiki/Deskbot_Base Field]] [[https://yugipedia.com/wiki/Fire_King_Island Spells]] in the same set, and they all had at ''least'' least three effects. Bug Matrix has two. The first, attaching materials to an Insect-type Xyz from the hand, is effectively a -1 that doesn't advance anything but making the deck's convoluted rankup easier ''and'' is hard-once-per-turn for some reason. The second is boosting Insect ATK by 300, a whole 100 points more than [[https://yugipedia.com/wiki/Forest cards released in 1999.]]
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--> --'''WebVideo/Rank10YGO''' rating Earthbound Immortals

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--> --'''WebVideo/Rank10YGO''' -->--'''WebVideo/Rank10YGO''' rating Earthbound Immortals
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* As an archetype, [[https://yugipedia.com/wiki/Ice_Barrier Ice Barriers]] are widely seen as mediocre on their best day, consisting mostly of lackluster stun and draw cards and possessing a fragile and slow playstyle based around getting multiple monsters on the field to try and facilitate some underwhelming lockdown effects that could easily just be outdone by simply playing generic floodgates, while having almost no actual swarming capabilities. As a result, they quickly drew ire for being an utter joke in contrast to their artwork and their Synchro Monsters being, surprisingly enough, some of the most powerful at the time (to the point where all but one of them saw time on the banlist and two of them got errata). [[ThrowTheDogABone Ice Barriers were eventually thrown a bone]] by getting their own structure deck, which finally gave them some swarming capability and allowed the archetype to actually start making Synchro plays.

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* As an archetype, [[https://yugipedia.com/wiki/Ice_Barrier Ice Barriers]] are widely seen as mediocre on their best day, consisting mostly of lackluster stun and draw cards and possessing a fragile and slow playstyle based around getting multiple monsters on the field to try and facilitate some underwhelming lockdown effects that could easily just be outdone by simply playing generic floodgates, while having almost no actual swarming capabilities. As a result, they quickly drew ire for being an utter joke in contrast to their artwork and their Synchro Monsters being, surprisingly enough, some of the most powerful at the time (to the point where all but one of them saw time on the banlist and two of them got errata). [[ThrowTheDogABone Ice Barriers were eventually thrown a bone]] by getting their own structure deck, which finally gave them some swarming capability and allowed the archetype to actually start making Synchro plays.plays.
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* [[https://yugipedia.com/wiki/Duel_Link_Dragon,_the_Duel_Dragon Duel Link Dragon, the Duel Dragon]], aside from [[DepartmentOfRedundancyDepartment a fantastically redundant name]], earns a lot of scorn for being seen as one of the worst cards of the VRAINS era. It's an homage to [[https://yugipedia.com/wiki/Ultimaya_Tzolkin Ultimaya Tzolkin]], a rather popular card based on the FinalBoss of ''Manga/YuGiOh5Ds manga'', which, befitting its status as the ruler of the Duel Dragons, could summon strong Dragon-type Synchros almost for free. This was tragically made far more limited by Link Summoning rules, meaning Duel Link Dragon was widely seen as a potential PoorMansSubstitute... and unfortunately, it ended up looking more like spitting on Ultimaya's grave. Duel Link Dragon is a Link 4 (meaning it requires a minimum of four monsters to be brought out), of which one of those monsters needs to be a Synchro (so actually five monsters). What do you get for all that effort? Well, it has no stats, but it can summon Tokens by ''banishing high-level Synchro Dragons from the Extra Deck,'' at which the Tokens gain the stats of the banished Dragons and nothing else, and Duel Link Dragon gains limited protection while its Tokens are out. So you gave up a minimum of three Extra Deck slots and five summons, all to bring out one or two beatsticks with 3000 ATK at most and no effects, and a 0-ATK monster with protection that goes away when the beatsticks die. This is a card released in 2019 that's almost strictly worse than using [[https://yugipedia.com/wiki/Ancient_Rules Ancient Rules]] to summon Blue-Eyes, and keep in mind, Ultimaya could be [[https://yugipedia.com/wiki/Sea_Monster_of_Theseus summoned off]] a single [[https://yugipedia.com/wiki/Instant_Fusion Instant Fusion]] and any Level 5, and could yield a fully-powered [[https://yugipedia.com/wiki/Crystal_Wing_Synchro_Dragon Crystal Wing Synchro Dragon]] for the price of setting one card. The result is a card so notoriously awful that people were actively ''happy'' when it became a tournament prize card outside of Japan, since it meant this thing wouldn't be clogging up packs in the TCG anytime soon.

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* [[https://yugipedia.com/wiki/Duel_Link_Dragon,_the_Duel_Dragon Duel Link Dragon, the Duel Dragon]], aside from [[DepartmentOfRedundancyDepartment a fantastically redundant name]], earns a lot of scorn for being seen as one of the worst cards of the VRAINS ''VRAINS'' era. It's an meant to be a homage to [[https://yugipedia.com/wiki/Ultimaya_Tzolkin Ultimaya Tzolkin]], a rather popular card based on the FinalBoss of ''Manga/YuGiOh5Ds manga'', which, befitting its status as the ruler of the Duel Dragons, could summon strong Dragon-type Synchros almost for free. This was tragically made far more limited by Link Summoning rules, meaning Duel Link Dragon was widely seen as a potential PoorMansSubstitute... and unfortunately, it ended up looking more like spitting on Ultimaya's grave. Duel Link Dragon is a Link 4 (meaning it requires a minimum of four monsters to be brought out), of which one of those monsters needs to be a Synchro (so actually five monsters). What do you get for all that effort? Well, it has no stats, but it can summon Tokens by ''banishing high-level Synchro Dragons from the Extra Deck,'' at which the Tokens gain the stats of the banished Dragons and nothing else, and Duel Link Dragon gains limited protection while its Tokens are out. So you gave up a minimum of three Extra Deck slots and five summons, all to bring out one or two beatsticks with 3000 ATK at most and no effects, and a 0-ATK monster with protection that goes away when the beatsticks die. This is a card released in 2019 that's almost strictly worse than using [[https://yugipedia.com/wiki/Ancient_Rules Ancient Rules]] to summon Blue-Eyes, and keep in mind, Ultimaya could be [[https://yugipedia.com/wiki/Sea_Monster_of_Theseus summoned off]] a single [[https://yugipedia.com/wiki/Instant_Fusion Instant Fusion]] and any Level 5, and could yield a fully-powered [[https://yugipedia.com/wiki/Crystal_Wing_Synchro_Dragon Crystal Wing Synchro Dragon]] for the price of setting one card. The result is a card so notoriously awful that people were actively ''happy'' when it became a tournament prize card outside of Japan, since it meant this thing wouldn't be clogging up packs in the TCG anytime soon.
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No matter how much the anime tries to convince you that every card has a use, some cards and decks are just [[LowTierLetdown not worth your time and money.]]\\
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No matter how much the anime tries to convince you that every card has a use, some cards and decks are just [[LowTierLetdown just not worth your time and money.]]\\
\\
money]].
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-> ''"Look, it's an archetype that's made to kill LIGHT monsters yet it struggles to even do that, so this is the absolute strongest red mark I've ever put into these."''
--> --'''WebVideo/Rank10YGO''' rating Allies of Justice

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-> ''"Look, it's an archetype that's made to kill LIGHT monsters yet it struggles to even do that, so this is ''"Imagine Monarchs, remove all the absolute strongest red mark I've ever put into these.effects people use them for, get rid of the Tribute Summon engine, add a bunch of Spell and Trap support that doesn't actually help, make them die to [[https://yugipedia.com/wiki/Mystical_Space_Typhoon MST]], mix briefly for twenty minutes, and congrats! You have a travesty of an archetype."''
--> --'''WebVideo/Rank10YGO''' rating Allies of Justice
Earthbound Immortals
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For cards that are despised for being too powerful, see [[HighTierScrappy here]].

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For cards that are despised for being too powerful, see [[HighTierScrappy [[HighTierScrappy/YuGiOh here]].
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* [[https://yugipedia.com/wiki/Noble_Knight Noble Knights]] are generally considered an extremely overhyped batch of cards, almost to MemeticLoser levels, because of how underwhelming they turned out to be relative to their publicity. A large part of the deck's problems come from being saddled with a clunky playstyle built around Equip Spells and a pseudo-Gemini mechanic (where several of their monsters count as Normal Monsters until a condition is met), two of the most slow and antiquated mechanics in the game, with the payoff being a mediocre defend-the-castle deck built around [[https://yugipedia.com/wiki/Artorigus,_King_of_the_Noble_Knights a so-so Xyz Monster]] which required both a lot of setup to pay for itself and was hard for the deck to put out consistently in the first place. It took numerous waves of support to make the original Noble Knights into a decent deck, and the Noble Knight name would later be redeemed by the [[https://yugipedia.com/wiki/Infernoble_Knight Infernoble Knights]] which were a fairly good deck in their own right (albeit by largely ignoring the older Noble Knight cards entirely), but for many players the original Noble Knights are still the very definition of JunkRare because of how disappointing they were in contrast to their cool [[Myth/ArthurianLegend theming]] and [[SugarWiki/AwesomeArt artwork]] on top of demanding unreasonable prices.

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* [[https://yugipedia.com/wiki/Noble_Knight Noble Knights]] are generally considered an extremely overhyped batch of cards, almost to MemeticLoser levels, because of how underwhelming they turned out to be relative to their publicity. A large part of the deck's problems come from being saddled with a clunky playstyle built around Equip Spells and a pseudo-Gemini mechanic (where several of their monsters count as Normal Monsters until a condition is met), two of the most slow and antiquated mechanics in the game, with the payoff being a mediocre defend-the-castle deck built around [[https://yugipedia.com/wiki/Artorigus,_King_of_the_Noble_Knights a so-so Xyz Monster]] which required both a lot of setup to pay for itself and was hard for the deck to put out consistently in the first place. It took numerous waves of support to make the original Noble Knights into a decent deck, and the Noble Knight name would later be redeemed by the [[https://yugipedia.com/wiki/Infernoble_Knight Infernoble Knights]] which were a fairly good deck in their own right (albeit by largely ignoring the older Noble Knight cards entirely), but for many players the original Noble Knights are still the very definition of JunkRare because of how disappointing they were in contrast to their cool [[Myth/ArthurianLegend theming]] and [[SugarWiki/AwesomeArt artwork]] on top of demanding unreasonable prices.prices.
* As an archetype, [[https://yugipedia.com/wiki/Ice_Barrier Ice Barriers]] are widely seen as mediocre on their best day, consisting mostly of lackluster stun and draw cards and possessing a fragile and slow playstyle based around getting multiple monsters on the field to try and facilitate some underwhelming lockdown effects that could easily just be outdone by simply playing generic floodgates, while having almost no actual swarming capabilities. As a result, they quickly drew ire for being an utter joke in contrast to their artwork and their Synchro Monsters being, surprisingly enough, some of the most powerful at the time (to the point where all but one of them saw time on the banlist and two of them got errata). [[ThrowTheDogABone Ice Barriers were eventually thrown a bone]] by getting their own structure deck, which finally gave them some swarming capability and allowed the archetype to actually start making Synchro plays.
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-> ''"Look, it's an archetype that's made to kill LIGHT monsters yet it struggles to even do that, so this is the absolute strongest red mark I've ever put into these."''
--> --'''WebVideo/Rank10YGO''' rating Allies of Justice

No matter how much the anime tries to convince you that every card has a use, some cards and decks are just [[LowTierLetdown not worth your time and money.]]\\
\\
For cards that are despised for being too powerful, see [[HighTierScrappy here]].
----
* [[https://yugipedia.com/wiki/Sparks Sparks]], one of the first burn cards ever released, did 200 damage. Even as a card released in the first set ever, this was pathetic, as players start with 8000 LP. It would take three Sparks to deal the damage of an attack from the weakest monsters in that set. Worse for Sparks, in an early example of PowerCreep, the following sets released multiple cards that were strictly better; [[https://yugipedia.com/wiki/Raimei Raimei]] did 300 damage, [[https://yugipedia.com/wiki/Hinotama Hinotama]] did 500, [[https://yugipedia.com/wiki/Final_Flame Final Flame]] did 600, and [[https://yugipedia.com/wiki/Ookazi Ookazi]] did 800. To add insult to injury, when the sets were combined for international release, Sparks found itself packed with its own bigger brothers, meaning it was literally outclassed the day it was released. [[CherryTapping Winning a duel with Sparks]] is actually a special challenge in some games.
* [[http://yugipedia.com/wiki/Batteryman_C Batteryman C]] is an earlier [[ShockAndAwe Battery]][[ZergRush man]] monster unanimously seen as campfire fodder by the community. You would think that it should support its fellow Batteryman cards, but its ATK and DEF buff effect only works on ''Machine''-type monsters, while all Batteryman monsters are ''Thunder''-type. Its level of two makes it useless for Synchro and XYZ summoning with other Batteryman, and it is not even considered for Machine-focused decks due to its 0 ATK value, meaning the opponent can easily attack it for game with a high ATK monster (not to mention that Machines already had [[https://yugipedia.com/wiki/Limiter_Removal one of the best mass ATK boosts in the game]]). Rubbing salt on the wound is that the buffs from multiple Batteryman C's don't stack, so three on the field only gives out 1500 ATK, not 4500 ATK which may have made playing them worth the effort. The only days in the sun it gets are when players misread which monsters get the attack boost, and even then, Batterymen have much, much better ways to boost their ATK.
* The [[https://yugipedia.com/wiki/Petit_Moth Petit Moth]]/[[https://yugipedia.com/wiki/Cocoon_of_Evolution Cocoon of Evolution]] line of cards they can summon were very notorious for not being worth the effort. They include:
** One of the first cases of this trope was [[https://yugipedia.com/wiki/Larvae_Moth Larvae Moth]], in the second set released internationally. Larvae Moth is pretty hard to play--you have to have an extremely weak Petit Moth out, then use Cocoon of Evolution on it (increasing its defensive stats from awful to just mediocre), wait exactly two turns, and tribute both Petit Moth and Cocoon Of Evolution on it. The end result is... 500 ATK, 400 DEF. Yes, a card that's considerably harder to summon than a normal Level 7+ monster, and the stats of a Level 1. This summoning requirement also means that Larvae Moth is an Effect Monster, so it doesn't get Normal Monster support (the sole redeeming factor for most JokeCharacter cards). It's also Larvae Moth's only effect. It's the only card where [[TheWikiRule the wiki's]] "Tips" section [[DamnedByFaintPraise actively suggests discarding it for a cost]]. Even today, it's considered one of the worst cards ever made.
** The next card they could summon is [[https://yugipedia.com/wiki/Great_Moth Great Moth]], which has 2600 attack, passable, but not great for a level 8 at the time, but requires waiting four of your turns to summon. Even in the era, you might as well set Cocoon of Evolution and just tribute the duo for Blue-Eyes White Dragon if you can keep them alive for that long.
** Lastly, there is the other famous member of the line, [[https://yugipedia.com/wiki/Perfectly_Ultimate_Great_Moth Perfectly Ultimate Great Moth]]. With a name like that, you'd expect it to be powerful, and it does have an impressive 3500 Attack. The problem? You have to wait '''''six of your turns''''' [[AwesomeButImpractical just to summon it]]. Is it any wonder that some video games have special rewards for pulling it off? This has been mitigated a tiny bit by [[https://yugipedia.com/wiki/Cocoon_of_Ultra_Evolution Cocoon of Ultra Evolution]], which summons an Insect while ignoring summoning conditions, meaning that PUGM is now slightly usable as the biggest beatstick summonable by its effect. Even then, though, you're better off with [[https://yugipedia.com/wiki/Metamorphosed_Insect_Queen Metamorphosed Insect Queen]]. The only time it saw any use was in the earliest OCG formats, as the rules of the time made it possible to revive with Monster Reborn after discarding it--later rulings made this impossible.
* CCGImportanceDissonance is an occupational hazard in the card game. Compare the anime with real life and you'll notice that a lot of cards and archetypes that get plenty of screentime don't fare very well in real life, since you don't get TheMagicPokerEquation to reliably use a lot of really niche cards.
** [[TheHero Yugi's]] deck has a rather underwhelming reputation outside of the most casual circles. Due to being designed in a time where the game was barely even a game, its highly successful anime record ends up translating to a bunch of severely outdated, banned, or nerfed cards with little to no consistency in design. The stereotype of its users as suffering majorly from the NostalgiaFilter or refusing to play against any deck released after 2005 certainly hasn't helped its reputation. That said, a lot of his monsters have broken off and had their own archetypes and support to make them functional, making decks like [[https://yugipedia.com/wiki/Dark_Magician_(archetype) Dark Magicians]], [[https://yugipedia.com/wiki/Gadget Gadgets]], [[https://yugipedia.com/wiki/Black_Luster_Soldier_(archetype) Black Luster]]/[[https://yugipedia.com/wiki/Gaia_The_Fierce_Knight_(archetype) Gaia Knights]], [[https://yugipedia.com/wiki/Buster_Blader_(archetype) Buster Bladers]], and [[https://yugipedia.com/wiki/Magnet_Warrior Magnet Warriors]] at worst playable, which has [[RescuedFromTheScrappyHeap improved the deck's standing quite a bit]]--though trying to combine them will still usually get you laughed at.
** Of the Egyptian God Cards, and perhaps cards in general, none had it worse in the transition to real life than [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra The Winged Dragon of Ra]]. In the manga and anime, it was a monster with near-perfect protection (shared with the other Egyptian Gods, but Ra is higher in Hierarchy), three major effects of extreme strength, and [[SuperpowerLottery a notoriously extensive laundry list of minor abilities]] that made it the undisputed strongest card in the series. Some nerfing was expected in its OCG incarnation when it arrived in 2009, but they overcompensated so badly that it resulted in a card that just flat-out sucks. While it retains somewhat nerfed versions of its Point-To-Point transfer and Phoenix Mode abilities, the former is the only way for it to have any ATK at all (and requires ''all but 100'' LP as payment), the latter is just an unimpressive targeted-destruction ability, and they can't be used together unless you can get back some of your LP after summoning it, because the former can only be used right after it was Normal Summoned. It has no protection outside of blocking effects on its summon, which turns it into a massive clay pigeon (all the worse when both its effects require blowing through lots of LP). And worst of all, it's the only Egyptian God that can't be Special Summoned at all, requiring three Tributes--especially painful when [[{{Irony}} Ra was ''designed'' to be Special Summoned in the series]]. The result is an absolute joke of a card that was useless even on release, while its two counterparts, [[https://yugipedia.com/wiki/Obelisk_the_Tormentor Obelisk]] and [[https://yugipedia.com/wiki/Slifer_the_Sky_Dragon Slifer]], went on to varying levels of actual success. Tellingly, Konami seems to have realized how badly they screwed up with Ra, releasing many different support cards (culminating in a total of ''five'' in the Rage of Ra set) that tried to restore its series potency, but even then, it's rather sad that you have to essentially build a whole deck around Ra just to get a fraction of what it could do on its own in the series. Even more depressingly, [[https://yugipedia.com/wiki/The_Winged_Dragon_of_Ra_-_Sphere_Mode Ra Sphere Mode]] turned out to be much better as a removal option than a means of supporting Ra, which led to it seeing far more play on its own than Ra ever did.
** [[https://yugipedia.com/wiki/Guardian The Guardians]], one of the very first archetypes ever introduced, is also widely considered one of the worst as well. They are defined by being impossible to summon, period, without having a specific (and decent to mediocre) Equip card on the field. As Equip cards can't be played by themselves, this makes Guardians impossible to use by themselves. And even once they had been summoned, most of the Guardians were nothing special, and [[https://yugipedia.com/wiki/Guardian_Elma one of them]] became outright unusable after [[https://yugipedia.com/wiki/Butterfly_Dagger_-_Elma their Equip Spell]] was banned for [[NotTheIntendedUse reasons that had nothing to do with the archetype.]] The only Guardians to be even mildly well-regarded are [[https://yugipedia.com/wiki/Guardian_Eatos Eatos]] and [[https://yugipedia.com/wiki/Guardian_Dreadscythe Dreadscythe]], who were released years later and were clearly designed to be as independent as possible from the rest (including having the summon restriction removed), and [[https://yugipedia.com/wiki/Guardian_Grarl Grarl]] had a very short window of popularity at the beginning of ''Duel Links.''[[note]]The game pulled a ResetButton on the card pool, which meant that a 2500 ATK beater that could Special Summon itself became a rare and powerful effect that made it ladder viable despite needing to control [[https://yugipedia.com/wiki/Gravity_Axe_-_Grarl Gravity Axe]], which itself was viable due to position freezing being a good effect in early Duel Links. It was quickly outclassed by more consistent options, but it was at least satisfying to use rather than completely unwieldy.[[/note]] Bizarrely, the anime [[MerchandiseDriven saw fit]] to make Guardian-user Rafael the first character to fairly break [[InvincibleHero Yami Yugi's]] [[BrokenWinLossStreak winning streak]].
** The [[https://yugipedia.com/wiki/Neo-Spacian Neo-Spacians]], introduced in ''Anime/YuGiOhGX'', were an early experiment in Extra Deck summoning outside of standard Fusion. They could summon their Fusion monsters without the use of Polymerization, instead being based on "Contact Fusion" that merely required you to return the relevant monsters to your deck. Unfortunately, Konami apparently felt so tentative with this strategy that they decided to add balancing factors... and then they kept adding them until the deck was unusable. The Neo-Spacians themselves had terrible stats and generally unimpressive effects, and the only monster they could fuse with was [[https://yugipedia.com/wiki/Elemental_HERO_Neos Elemental HERO Neos]], a high-cost monster with low stats for its level and no effects. Getting both Neos and a Neo-Spacian on the field and keeping them alive for a Contact Fusion was surprisingly risky, and a lot slower than regular Fusion. You'd expect the Neos fusions to be game-winners to make up for all this effort, but instead, they not only possessed similarly lackluster stats and effects, but unless you had a specific (and similarly unimpressive) [[https://yugipedia.com/wiki/Neo_Space Field Spell]] out, ''they returned to the Extra Deck at the end of your turn'' and left you with nothing, meaning that accomplishing the goal of the Deck usually left you with spent resources and an empty field. The deck had almost no synergy with standard [[https://yugipedia.com/wiki/Elemental_HERO Elemental HERO]] builds despite Neos's presence, it had multiple sub-archetypes such as [[https://yugipedia.com/wiki/NEX NEX]] and [[https://yugipedia.com/wiki/Chrysalis Chrysalis]] monsters that did nothing to help it, and being used by protagonist Judai Yuki meant it kept getting cards released to the end of GX's lifespan, none of which actually fixed the deck's massive issues. The nails in its coffin came when Konami released the ''second'' Contact Fusion-based archetype, [[https://yugipedia.com/wiki/Gladiator_Beast Gladiator Beasts]], which handily fixed every problem that Neo-Spacians had and proceeded to become one of the most fun and effective decks of its time, showing just how much potential the Neo-Spacians could have had if they were designed properly. The Neo-Spacians were so hated that [[NeverLiveItDown they've even colored appraisals of their user]], Judai Yuki, with detractors naming the deck as a reason for him being "the worst protagonist", and fans of the character cursing the deck for making the cards of their favorite character nearly impossible to use. Thankfully, ''Savage Strike'''s support has led to the deck being RescuedFromTheScrappyHeap, with cards like [[https://yugipedia.com/wiki/Neo_Space_Connector Neo Space Connector]], [[https://yugipedia.com/wiki/Contact_Gate Contact Gate]], [[https://yugipedia.com/wiki/Neos_Fusion Neos Fusion]], and [[https://yugipedia.com/wiki/Elemental_HERO_Cosmo_Neos Cosmo Neos]] finally making the deck viable, even in competitive play.
** Unlike the Neo-Spacians, fellow GX main-character archetype [[https://yugipedia.com/wiki/Vehicroid Vehicroids]] are considered similarly bad, but are mostly just forgotten (likely due to their weaker designs and less popular user). Where Neo-Spacians have an intriguing concept with colossal drawbacks, Vehicroids are largely remembered for having no concept whatsoever, with [[MasterOfNone a great variety of effects, but no real focus or unifying strategy.]] The majority of their monsters are passable at best for their time period, but very few have effects that synergize with each other. Only a few saw any kind of play outside of the most casual decks, and though they had a few powerful cards, they had almost no way to actually make use of them. The biggest indicator of how useless the archetype was would probably be the [[https://yugipedia.com/wiki/Speedroid Speedroid]] archetype, which, despite being fully able to take part in Vehicroid support thanks to their shared name, almost entirely shunned them in favor of their own support because the Vehicroids were just that pathetic. They were given a ''colossal'' balance buff in the ''Legendary Duelists'' pack, with several cards with massively bloated texts being released to try to finally make them a functional archetype; general consensus is that the resulting archetype is barely playable, especially given that it still requires you to run the now horribly outdated originals, but it's at least objectively better than whatever it was before.
** [[https://yugipedia.com/wiki/Cyberdark Cyberdarks]] are another GX archetype that got the shaft upon their release. Their gimmick is equipping Level Three or lower Dragon type monsters from the Graveyard to boost their ATK by the Dragon's ATK points and use them as protection from battle destruction. The problems begin with the fact that they are ''all Machine-type'', forcing a player building a Cyberdark deck to awkwardly juggle between two types of monsters which makes for an inconsistent mess of a deck that has next-to-no synergy between cards[[note]][[http://yugipedia.com/wiki/Limiter_Removal Limiter Removal]] would boost your Machine-type monsters, but not your Dragon-type monsters[[/note]]. It doesn't help that very few Level Three Dragons even existed at the time of their release[[note]] This led to the unimpressive [[http://yugipedia.com/wiki/Hunter_Dragon Hunter Dragon]] or [[http://yugipedia.com/wiki/Twin-Headed_Behemoth Twin Headed Behemoth]] being auto-includes, along with the throw-in of Dragunity cards when you are better off making a pure Dragunity deck[[/note]], and that the main deck Cyberdark monsters all have the laughable ATK points of 800 without equips along with having battle effects that are completely forgettable. Topping off the train wreck is that their Extra Deck boss monster [[https://yugipedia.com/wiki/Cyberdark_Dragon Cyberdark Dragon]], while easy to Fusion Summon with [[https://yugipedia.com/wiki/Cyberdark_Impact! Cyberdark Impact]], has a measly 1000 ATK points without equipping a Dragon (at least it is of any level), and has no protection outside of battle, meaning that something as simple as [[https://yugipedia.com/wiki/Dark_Hole Dark Hole]] can make all the effort put into Fusion Summoning it and powering it up go down the drain with no chance of recovery. The end result is a GlassCannon deck that needs a meadow's worth of four-leaved clovers to fire, and needs the opponent to tip over a diner's supply of salt shakers to actually land a hit. After over a decade, Cyberdarks finally [[BalanceBuff got some TLC in the form of Legacy support]] with the introduction of [[https://yugipedia.com/wiki/Cyberdark_Cannon Cyberdark Cannon]] and [[https://yugipedia.com/wiki/Cyberdark_Claw Cyberdark Claw]] which are Level Three Dragon-type monsters with versatile Graveyard-dumping effects and card draw/searching, along with [[https://yugipedia.com/wiki/Cyberdarkness_Dragon Cyberdarkness Dragon]], a new boss monster that can equip both Dragon and Machine monsters and can negate and destroy any card by dumping any equipped card. While not enough to make them competitive, as you still need to run the outdated original cards, the archetype stopped being a laughing stock and became playable with the new support that fixed many of the archetype's problems. By fan demand, they then proceeded to get ''another'' wave of support (including [[https://yugipedia.com/wiki/Attachment_Cybern more]] [[https://yugipedia.com/wiki/Cyberdark_Chimera setup]] [[https://yugipedia.com/wiki/Cyberdark_Realm tools]] and a [[https://yugipedia.com/wiki/Cyberdark_End_Dragon formidable finisher]]), which [[RescuedFromTheScrappyHeap solidly redeemed them]].
** The [[https://yugipedia.com/wiki/Crystal_Beast Crystal Beast]] archetype suffers from this trope in a couple of ways:
*** The archetype maintains one of the strongest and most varied libraries of Spell and Trap support, which can search for the Crystal Beasts, put them on the field, and use the Crystal Beasts in the backrow for a number of purposes. However, the main Crystal Beast lineup is ''terrible''. It was stuck with seven maindeck monsters, (until [[https://yugipedia.com/wiki/Crystal_Beast_Rainbow_Dragon an eighth one]] was added) and of the selection about three of them (Carbuncle, Pegasus, and maybe Tiger or Eagle depending on the time period) were considered playable even at the time of release. The monster lineup stagnated as they never even got retrains like older archetypes did. Its Pendulum support, [[https://yugipedia.com/wiki/Crystal_Master Crystal Master]] and [[https://yugipedia.com/wiki/Crystal_Keeper Crystal Keeper]], were rendered unplayable by Master Rule 4 as using them as Pendulum Cards took up space that would otherwise be used for Crystal Beasts in the backrow. While the archetype received regular support over the years, players are still begging Konami to improve the main monster lineup so they have more options to use; [[https://yugipedia.com/wiki/Advanced_Crystal_Beast Advanced Crystal Beasts]] were loads more powerful than the original seven and are compatible with Crystal S/T support, but their dependence on [[https://yugipedia.com/wiki/Advanced_Dark Advanced Dark]] to even exist really injured their ability to function.
*** Their boss monster, [[https://yugipedia.com/wiki/Rainbow_Dragon Rainbow Dragon]], is heavily AwesomeButImpractical. Playing it not only requires massive amounts of setup, but for the user to be running at least one copy of nearly every Crystal Beast, including the long-outdated ones. For all that work, it does boast 4000 ATK, but it has no protection at all, its effects can't be activated on the turn it's summoned, and both of them have additional costs. One requires the loss of all the Crystal Beast monsters you control just to pump up its stats (the one thing it ''doesn't'' need), and the other spins the whole field, but it banishes all Crystal Beasts in your Graveyard (likely crippling you for the rest of the duel), does not exempt Rainbow Dragon from the mass-spin, and is in an archetype that already has [[https://yugipedia.com/wiki/Crystal_Abundance a strong field-nuke option]]. The result is a card that, despite downright ''absurd'' buildup in the anime and requiring an entire deck built around it, ends up a GlassCannon that more often than not shoots its user instead of the opponent. Tellingly, just about every successful Crystal Beast deck eschews Rainbow Dragon; once Xyz and Links were added to the game, the deck found a far more constructive use of its swarming playstyle, and even in the ''GX'' and ''5D's'' period, [[https://yugipedia.com/wiki/Hamon,_Lord_of_Striking_Thunder several]] [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon other]] [[https://yugipedia.com/wiki/Dragon_Queen_of_Tragic_Endings cards]] much better filled the boss monster role.
*** To add insult to injury, monster support for the archetype continued to try to push Rainbow Dragon as the Crystal Beast boss monster rather than improve the Crystal Beast base. Despite the inclusion of [[https://yugipedia.com/wiki/Rainbow_Overdragon Rainbow Overdragon]], [[https://yugipedia.com/wiki/Rainbow_Dragon_Overdrive Rainbow Dragon Overdrive]], and a ton of "Ultimate Crystal" support, Rainbow Dragon is still basically only played to any degree of seriousness in decks focused on [[https://yugipedia.com/wiki/Rainbow_Neos Rainbow Neos]], where it's nothing more than fusion material.
** Remember Jinzo? Well, he has an upgraded form in [[https://yugipedia.com/wiki/Jinzo_-_Lord Jinzo - Lord]], used by a one-off antagonist in the [[NoDubForYou un-dubbed fourth season of GX]]. And it sucks. For the price of tributing a Jinzo, this card yields a miserable 200-point ATK boost and an effect to destroy face-up Traps to deal a minuscule amount of burn damage--something that is only useful against very specific decks, and even then, is fairly dubious due to destroying cards which are currently negated and useless. Even dedicated Jinzo decks, which have multiple ways to easily cheat it out, avoid this thing because it does almost nothing that standard Jinzo can't.
** What happens when you staple together [[ScrappyMechanic coin flip effects]] and an all-risk-small-reward factor onto an archetype? You get the [[https://yugipedia.com/wiki/Arcana_Force Arcana Force]], which are all based on doing coin-flips to gain a beneficial effect when landing heads, and dish out a detrimental effect onto their player when landing tails. Needless to say, playing the deck is a LuckBasedMission in which heads results yield an underpowered and slow deck with underwhelming monster effects, and tails results quickly degrade into an automatic loss. While they do have powerful beatsticks in the [[https://yugipedia.com/wiki/Arcana_Force_EX_-_The_Light_Ruler EX]] [[https://yugipedia.com/wiki/Arcana_Force_EX_-_The_Dark_Ruler Monsters]], they require three tributes to summon, when most of the time Arcana Force is lucky just to have one monster survive the opponent's turn. The only card that saw some play was [[https://yugipedia.com/wiki/Arcana_Force_XXI_-_The_World Arcana Force XXI - The World]] for its ExtraTurn-lock down effect, but it was used in faster decks that went as far away as possible from the monster's lineage. The real nail in the coffin with the Arcana Force archetype is simply the chance isn't worth taking. In Yu-Gi-Oh, for players to take the chance with effects, the benefits had to be worth the risk; but the Arcana Force monsters had effects that barely benefited the player at best or severely crippled the player at worst.
** The [[https://yugipedia.com/wiki//Assault_Mode Assault Mode]] series of monsters were introduced and promoted in a 5D's side episode and are the face of the ''Crimson Crisis'' pack, but they became a laughing stock of the era. Conceptually, they were buffed versions of Synchro monsters, but were so filled with bad design decisions that it severely handicapped their playability. First, unlike Synchro monsters, each one is a standard effect monster, meaning they require taking slots in your main deck to be played. Next, they require you to first Synchro Summon the original, and then use the trap card [[https://yugipedia.com/wiki/Assault_Mode_Activate Assault Mode Activate]] to tribute it to summon its Assault Mode Counterpart from the deck. This makes summoning any of them a minimum 3-card combo that is very vulnerable to interruption, and if a deck runs only one copy of the Assault Mode version and draws it, it becomes the mother of all dead draws. It's a strategy that effectively requires building an entire deck around to achieve with any regularity, for monsters whose effects often weren't that great anyways. [[https://yugipedia.com/wiki/Stardust_Dragon/Assault_Mode Stardust Dragon/Assault Mode]] was the only one that saw any significant play, due to a strong stat-line and being a once-per-turn omni-negate when those were still rare, and it was generally seen as a rogue strategy at best. By the time they got more support 10 years later that addressed many of their biggest weaknesses, it was too-little, too-late.
** [[https://yugipedia.com/wiki/Malefic Malefics]] introduced in ''Anime/YuGiOhBondsBeyondTime'' are a set of corrupted fan-favorite dragons that may have some of the most self-lobotomizing effects in the entire game. Similar to the Guardians, they can't be summoned at all unless the player banishes their non-Malefic counterpart card from their hand or deck, which makes summoning the ones based on Main Deck monsters a complete pain, as the main deck monster in question is almost always a dead draw and turns its own Malefic into a dead draw if it's put out of reach somehow (the Extra Deck Malefics at least don't have this issue). When brought out, all the player gets is a beater that has no beneficial effects, but plenty of detrimental ones including the prevention of their other monsters from attacking, locking out the summoning of other Malefic monsters, and is destroyed if there is no field spell. While [[https://yugipedia.com/wiki/Malefic_Stardust_Dragon Malefic Stardust Dragon]] saw some play in competitive [[https://yugipedia.com/wiki/Gravekeeper%27s Gravekeeper]] decks (whose heart and soul is their field spell [[https://yugipedia.com/wiki/Necrovalley Necrovalley]]) [[NotCompletelyUseless thanks to its field spell protection effect]] and [[https://yugipedia.com/wiki/Malefic_Cyber_End_Dragon Malefic Cyber End Dragon]] sometimes gets run as an easy 4000 ATK beatstick in decks that lack such an option, the Malefics' own field spell [[https://yugipedia.com/wiki/Malefic_World Malefic World]] is a joke, only providing a randomized search effect in place of the draw step. It's also required for summoning their [[https://yugipedia.com/wiki/Malefic_Paradox_Dragon Synchro boss Monster]] that has a fantastic Synchro monster recycling effect, but it's automatically destroyed without Malefic World. Despite having a [[https://yugipedia.com/wiki/Malefic_Parallel_Gear unique Tuner]] that uses monsters from the hand for a Synchro Summon, a pure Malefic deck is completely unreliable with their laundry list of restrictions. Malefics were finally given a shot in the arm by Duel Overload thanks to a handful of support cards that address most of their issues, turning pure Malefics from an unplayable mess into a workable but unspectacular beatdown deck, although players wasted no time pointing out how the original Malefic cards were so poorly designed that they needed a card that ''[[https://yugipedia.com/wiki/Malefic_Territory rewrites their effects entirely]]'' similar to their anime versions (intended to swarm the field with beatsticks without using up Normal Summon) to become playable.
** [[https://yugipedia.com/wiki/Earthbound_Immortal Earthbound Immortals]], fellow ''Anime/YuGiOh5Ds''-era Field Spell-focused villainous boss monster archetype, have not seen much more luck and for pretty much all the same reasons. A lineup of Level 10 Dark monsters based on the [[LandmarkOfLore Nazca Lines]], they do boast some unique benefits (they can't be attacked and can attack the opponent directly), but share the same downsides as Malefics (they die without a Field Spell and you can only have one out) without the special summoning condition that would at least turn them into easy big beatsticks; they don't even have any kind of way to generate tribute fodder. Each one does at least have a personalized effect, but most of those effects are flat-out bad, either consuming additional resources, only activating when the Earthbound Immortal gets destroyed by something else, or just being too hard to pull off. While Malefics had a bad Field Spell, Earthbounds straight-up didn't have one initially, meaning they were meant to be a series of stand-alone alternate boss monsters (like how the Dark Signers used them, of which the version they used have immunity to opponent's Spell/Trap and doesn't immediately die when there are no Field Spell, but does so at the End Phase), without having any strong support to make it easier. Malefics at least got enough support to function later on, but when Earthbound Immortals got their BalanceBuff, it was a complete mess, attempting to fuse the deck with Rex Goodwin's "[[https://yugipedia.com/wiki/Inca Incan]]" monsters for a bizarre strategy that used Synchros as Tribute material. Their central Field Spell, [[https://yugipedia.com/wiki/Earthbound_Geoglyph Earthbound Geoglyph]], is scarcely better than Malefic World. It's quite telling that the closest thing the archetype has ever been to meta is various OTK and FTK decks that abused [[https://yugipedia.com/wiki/Earthbound_Immortal_Aslla_piscu Aslla piscu]]'s floating effect in combination with cards like [[https://yugipedia.com/wiki/Union_Carrier Union Carrier]]--a strategy that is ''definitely'' NotTheIntendedUse.
** [[https://yugipedia.com/wiki/Nordic Nordics]], one of the most infamous legacies of the 5D's era whose designs based around Myth/NorseMythology are generally seen as being far more interesting than the deck itself (though the idea would eventually be revisited in a far better form in the [[https://yugipedia.com/wiki/Generaider Generaider]] archetype). Theoretically, they're designed as a Synchro turbo deck focused on bringing out one of the three [[https://yugipedia.com/wiki/Aesir Aesir]] monsters and then playing a game of defend-the-castle while the high-statted, self-reviving Aesir crushes the opponent. In practice, it fails on virtually every level. The Nordic cards' effects are horribly costly, slow, and/or just plain underwhelming (to put things in perspective, their archetypal search card--normally the domain of Spells or Monster effects--is a ''[[https://yugipedia.com/wiki/Gleipnir,_the_Fetters_of_Fenrir Normal Trap]]'' for some inexplicable reason), often doing nothing to help fill the hideously demanding summoning requirements of the Aesirs or provide anything resembling a defense against opponents, and the Aesirs themselves are quite underwhelming for the amount of effort needed to summon them, to the point where anyone that does attempt a Nordic build will invariably [[BoringButPractical just summon generic Synchro monsters instead]] on the rare occasion that they actually manage to set up a field. Their revival effect requires you to banish Tuners from your Graveyard, limiting the number of times it can be used, and their other effects like Thor's effect negation and Odin's protection from card effects would be great if they were Quick Effects but are just terrible at Spell Speed 1. In general, the majority of cards in the deck were derived from a single clumsily-plotted anime duel before being nerfed for good measure by making most of them only usable with other Nordic cards (for comparison, the anime version of the Aesirs have generic requirement of Synchro material as well as its revival effect being costless, making them playable as stand-alone boss monsters). Like a lot of crappy archetypes, Nordics ended up getting a helping of legacy support, although the results are still fairly mediocre. Despite [[https://yugipedia.com/wiki/Gullveig_of_the_Nordic_Ascendant Gullveig]] letting them turbo out Aesir monsters with unparalleled ease and a handful of other support cards later on providing more search power, swarming, and better utility (such as [[https://yugipedia.com/wiki/Nordic_Relic_Svalinn a reusable board-wide negate and cheap revival for Aesirs]]), the deck still isn't very highly regarded, mainly because while they can now actually access their intended boss monsters, those bosses themselves are just plain bad by modern standards, and the legacy support focused on summoning Aesirs easier to the detriment of almost everything else. Fans generally agree that Nordics desperately need more Extra Deck monsters, preferably lower-levelled Synchros or retrained Aesirs, in order to make the deck actually work.
** [[https://yugipedia.com/wiki/Meklord Meklords]] are the next villainous archetype of the 5D's era after the Earthbound Immortals, and the antithesis to Synchro monsters -- level 1 monsters with the ability to absorb enemy Synchros and turn their power against the opponent. Ignoring the fact that Meklords are [[CripplingOverspecialization powerless against other Extra Deck monsters]], Meklords also struggle against Synchros themselves since they have no consistent innate ability to interrupt enemy plays involving Synchros or protection from Synchros, and a number of their own unique effects are mainly battle- and burn-oriented, which, even at the time of their release, was getting obsoleted in favor of effect-based removal. Their boss monsters, Mekanikle and Asterisk, in comparison to their summoning condition-free anime versions, are too costly to summon and have their effects nerfed to the point that it doesn't justify the process, and their support cards are split a little too thinly between the Meklord Emperors and the Meklord Army cards to significantly support the archetype. They were ''somewhat'' helped by a later wave of support, which introduced a proper boss monster in the form of [[https://yugipedia.com/wiki/Meklord_Astro_Dragon_Triskelion Triskelion]] as well as a number of cards that granted them much better search options and ways to bring out their monsters, which brought the deck up to an "OTK or bust" strategy.
* [[https://yugipedia.com/wiki/Digital_Bug Digital Bugs]] are notoriously regarded as one of the worst-designed sets of cards in the game, primarily due to a gameplan that actually ''interrupted itself''[[note]]The archetype's main deck monsters are all level 3 Insects that give a monster Xyz Summoned with them extra effects, but the deck has only [[https://yugipedia.com/wiki/Digital_Bug_Scaradiator one rather weak Rank 3]], with its [[https://yugipedia.com/wiki/Digital_Bug_Corebage higher-rank]] [[https://yugipedia.com/wiki/Digital_Bug_Rhinosebus Monsters]] being summoned by ranking up said Rank 3, meaning they can't make use of their main deck effects on their stronger monsters. The process of said rankup also requires the cost of two materials, which means the deck can't simply cycle through its monsters like some other Xyz Change-focused decks, requiring further setup and leaving their monsters unable to use effects without blocking the rankup, while leaving the final result with fewer Xyz materials.[[/note]] until the release of [[https://yugipedia.com/wiki/Digital_Bug_Registrider Digital Bug Registrider]] five years down the line made summoning their strong monsters actually feasible. Aside from that, Digital Bugs also happen to be an Xyz-focused deck that locks itself into an absurdly limited pool (Rank 3, 5, and 7 Insects, of which there are seven in the game), most of their main deck cards require themselves to be switched into Defense Position to do anything (the series has two ways to accomplish this without outside support and one is Registrider), and once you've thrown all your work into summoning that Xyz, you realize that nearly all Digital Bug offensive effects are based on position-changing or Defense Position in some way, meaning that ''any'' Link Monster is immune to 90% of the archetype, and frequently aren't all that great otherwise. It's even worse because their artwork and theming is interesting (computer bugs personified as actual electronic insect beings), but the deck in no way lives up to it. And to add insult to injury, the concepts of one-card Xyz Summoning and Xyz monsters inheriting the effects of their materials ended up being incorporated into ''Zoodiacs'', which are listed under High Tier for a very good reason.
** Digital Bugs also have the unusual honor of coming from an era where Field Spells were often designed to be the centerpiece of a deck, while having possibly the worst archetypal Field Spell in the game: [[https://yugipedia.com/wiki/Bug_Matrix Bug Matrix]]. For comparison, there were [[https://yugipedia.com/wiki/Mausoleum_of_White four]] [[https://yugipedia.com/wiki/Amorphous_Persona other]] [[https://yugipedia.com/wiki/Deskbot_Base Field]] [[https://yugipedia.com/wiki/Fire_King_Island Spells]] in the same set, and they all had at ''least'' three effects. Bug Matrix has two. The first, attaching materials to an Insect-type Xyz from the hand, is effectively a -1 that doesn't advance anything but making the deck's convoluted rankup easier ''and'' is hard-once-per-turn for some reason. The second is boosting Insect ATK by 300, a whole 100 points more than [[https://yugipedia.com/wiki/Forest cards released in 1999.]]
* [[https://yugipedia.com/wiki/Ally_of_Justice Allies of Justice]] were created for the purpose of acknowledging the lore of the Duel Terminal, where the primary ArcVillain at the time was the Light-type and Flip Effect-focused [[https://yugipedia.com/wiki/Worm Worms]]. To that end, the Allies were an entire archetype of monsters designed to counter Light-types or facedown monsters. As one can imagine, this made them a victim of CripplingOverspecialization right off the bat, but even as counter cards, the Allies were wholly unimpressive. Most of the time, they possessed effects that would have been barely okay even if they affected ''all'' monsters, their stats were consistently miserable, and their focus on counterplay left them absent of any way to support each other. A small handful saw play, such as [[https://yugipedia.com/wiki/Ally_of_Justice_Catastor Catastor]], which could affect attributes besides Light, and [[https://yugipedia.com/wiki/Ally_of_Justice_Cycle_Reader Cycle Reader]], [[https://yugipedia.com/wiki/Ally_of_Justice_Decisive_Armor Decisive Armor]], and [[https://yugipedia.com/wiki/Ally_of_Justice_Quarantine Quarantine]], which managed to find limited use as [[NotCompletelyUseless Side Deck cards]] against Light decks, but the Allies of Justice as a whole were consigned to the bin. Even ''against Worms'', they weren't considered particularly dangerous, since Worms had some okay power output through [[https://yugipedia.com/wiki/W_Nebula_Meteorite W Nebula Meteorite]] and ways to swarm the field or search their monsters, which the Allies had none of.
* While [[https://yugipedia.com/wiki/Mermail Mermails]] as whole are far from this, the TCG exclusive [[https://yugipedia.com/wiki/Mermail_Abyssbalaen Mermail Abyssbalaen]], also known by the not-so affectionate nickname of “Fail Whale”, definitely is. Like the other level 7 Mermails, it can be special summoned from the hand by discarding cards. However, not only does it have a steeper cost than any other of them, it's also the strictest, requiring you discard 4 "Mermail" cards. This makes it ridiculously hard and/or rare to have enough to discard for this, and it also means no discarding any [[https://yugipedia.com/wiki/Atlantean Atlanteans]] like they usually like doing for summoning monsters and there are [[https://yugipedia.com/wiki/Mermail_Abyssgunde only]] [[https://yugipedia.com/wiki/Mermail_Abysshilde two]] Mermails with effects worth discarding them for summons in the first place. And what do you get for this? A 500 attack boost to being a 3000 attack monster and the ability to target and destroy cards equal to the number of Mermails in the grave, meaning at least 4, but most Mermail decks already run [[https://yugipedia.com/wiki/Atlantean_Heavy_Infantry certain]] [[https://yugipedia.com/wiki/Atlantean_Marksman Atlantean]] cards for this purpose, meaning the archetype wasn't exactly in dire need of a mass destruction card. Lastly, its tribute a water monster for a bonus effect, the last possible redeeming factor it could possibly have, is to destroy a defense position monster it battles at the start of the damage step, which is underwhelming compared to getting a second attack or making the opponent discard. In conclusion, a steep and strict summoning cost and barely of any use effects mean that no sane Mermail player will ever be caught running it.
* Some mechanics take time to be good, but [[https://yugipedia.com/wiki/Gemini_monster Geminis]] are particularly long-suffering. Their thing is that when Summoned or in the Graveyard, they're treated as Normal Monsters, and then you can burn a Normal Summon to turn them into Effect Monsters. In theory? A versatile set of cards that can take advantage of Normal Monster support while also boasting abnormally powerful effects. In practice? Slow, inefficient, and dead in the water. Being unable to be treated as Normals in the hand or deck limits the Normal support that can help them, since many of the best Normal cards are searchers or require one in the hand. Most of the initial Gemini Monsters had middling base stats so they'd be overshadowed even by Normal Monsters of their time, and the effects they gain for spending an additional Normal Summon were too weak to be worth the investment. On top of that, the mechanic ''hates'' PowerCreep, since shorter Duels mean that its precious Normal Summons become even more of an opportunity cost. Only a handful of Geminis have ever seen competitive play, and only one notable deck (Gigavise) actually made much use of the mechanic. The only recent decks to involve Geminis are [[https://yugipedia.com/wiki/Red-Eyes Red-Eyes]] (which still often sticks to vanillas) and [[https://yugipedia.com/wiki/Chemicritter Chemicritters]] (which have a [[https://yugipedia.com/wiki/Catalyst_Field Field Spell]] that seems designed to solve all possible Gemini problems), and both are generally seen as tolerable at best.
* In what might be one of the meanest cases of PowerCreep in the modern game, [[https://yugipedia.com/wiki/Duston Dustons]]. They were designed as a LethalJokeCharacter deck, similar to the older [[https://yugipedia.com/wiki/Ojama Ojamas]], that would fill up the opponent's field with useless monsters to lock them down. Duston monsters had detrimental effects, bad stats, and couldn't be used for Tributes, Synchros, Fusions, or Xyz, and they could be summoned easily to the opponent's field en masse, so on paper the deck worked, and though far from meta, it could be a nasty surprise if your opponent got off [[https://yugipedia.com/wiki/House_Duston House Duston]] and then [[https://yugipedia.com/wiki/Goblin_King Goblin King]] or [[https://yugipedia.com/wiki/Starduston Starduston]]. But then Link Summoning became a thing, and filling up your field with lots of monsters became such a fundamental strategy that Scapegoat came back into fashion - and Dustons had no protection from being used as Link material, when Links were now being run basically everywhere. Activating House Duston's effect and tossing four Dustons on the opponents field went from a real detriment to the card game equivalent of handing your opponent a loaded gun.
* [[https://yugipedia.com/wiki/Duel_Link_Dragon,_the_Duel_Dragon Duel Link Dragon, the Duel Dragon]], aside from [[DepartmentOfRedundancyDepartment a fantastically redundant name]], earns a lot of scorn for being seen as one of the worst cards of the VRAINS era. It's an homage to [[https://yugipedia.com/wiki/Ultimaya_Tzolkin Ultimaya Tzolkin]], a rather popular card based on the FinalBoss of ''Manga/YuGiOh5Ds manga'', which, befitting its status as the ruler of the Duel Dragons, could summon strong Dragon-type Synchros almost for free. This was tragically made far more limited by Link Summoning rules, meaning Duel Link Dragon was widely seen as a potential PoorMansSubstitute... and unfortunately, it ended up looking more like spitting on Ultimaya's grave. Duel Link Dragon is a Link 4 (meaning it requires a minimum of four monsters to be brought out), of which one of those monsters needs to be a Synchro (so actually five monsters). What do you get for all that effort? Well, it has no stats, but it can summon Tokens by ''banishing high-level Synchro Dragons from the Extra Deck,'' at which the Tokens gain the stats of the banished Dragons and nothing else, and Duel Link Dragon gains limited protection while its Tokens are out. So you gave up a minimum of three Extra Deck slots and five summons, all to bring out one or two beatsticks with 3000 ATK at most and no effects, and a 0-ATK monster with protection that goes away when the beatsticks die. This is a card released in 2019 that's almost strictly worse than using [[https://yugipedia.com/wiki/Ancient_Rules Ancient Rules]] to summon Blue-Eyes, and keep in mind, Ultimaya could be [[https://yugipedia.com/wiki/Sea_Monster_of_Theseus summoned off]] a single [[https://yugipedia.com/wiki/Instant_Fusion Instant Fusion]] and any Level 5, and could yield a fully-powered [[https://yugipedia.com/wiki/Crystal_Wing_Synchro_Dragon Crystal Wing Synchro Dragon]] for the price of setting one card. The result is a card so notoriously awful that people were actively ''happy'' when it became a tournament prize card outside of Japan, since it meant this thing wouldn't be clogging up packs in the TCG anytime soon.
* [[https://yugipedia.com/wiki/War_Rock War Rocks]]. A TCG-premiere archetype introduced in ''Blazing Vortex'', War Rocks were dead on arrival and considered one of the bigger missteps in the SEVENS era. The archetype relies heavily on the Battle Phase, which in the Link era had lost much of its importance, as at that point monsters were typically removed by card effect in the Main Phase rather than destroyed by battle. While the archetype on the surface promotes an aggressive, beatdown strategy, its cards don't accel at even that as their effects are often underpowered or hit with needless restrictions, sometimes both. Many cards boost the ATK of War Rock monsters, but only by 200 ATK, which is rather low, and only until the end of the opponent's turn, so they can't even build up their ATK over time. The Level 4's, [[https://yugipedia.com/wiki/War_Rock_Fortia Fortia]], [[https://yugipedia.com/wiki/War_Rock_Gactos Gactos]], and [[https://yugipedia.com/wiki/War_Rock_Wento Wento]], can float into a Level 5 or higher War Rock, but only when sent to the Graveyard by an opponent's card effect, meaning they can be run over in battle by an opponent's monster with no punishment for doing so (except for Bashileos, more on that later). And without the Level 4's, the Level 5 and higher monsters have a hard time summoning themselves, as [[https://yugipedia.com/wiki/War_Rock_Mammud Mammud]] and [[https://yugipedia.com/wiki/War_Rock_Orpis Orpis]] can only Normal Summon themselves out of the hand, making it impossible to swarm the field with them, and [[https://yugipedia.com/wiki/War_Rock_Bashileos Bashileos]] relies on an EARTH Warrior being destroyed by battle to Special Summon itself from the hand or Graveyard, and is the only effect in the archtype to punish the opponent for destroying a War Rock by battle, but banishes itself if it would leave the field afterward, meaning it can't be done repeatedly. [[https://yugipedia.com/wiki/War_Rock_Mountain Mountain]] can summon a War Rock from the hand, but only if it has a different name from the ones already on the field, and send itself to the Graveyard to protect a War Rock from destruction by battle, an effect that would be much better on a card that didn't have a swarming effect that the archetype desperately needs. Both [[https://yugipedia.com/wiki/War_Rock_Skyler Skyler]] and [[https://yugipedia.com/wiki/War_Rock_Spirit Spirit]] can summon War Rocks from the graveyard, but bizarrely prevent that monster from attacking directly that turn, and even preventing some other monsters from attacking directly (Skyler) or negating the effects of the summoned monster for the turn (Spirit, but only if summoned in Attack Position). Overall, the archetype feels like a time capsule from the ''GX'' era or even earlier, with its focus on the Battle Phase feeling not only completely outdated in the SEVENS era, but also outdone by other archetypes such as [[https://yugipedia.com/wiki/Amazoness Amazoness]]. The archetype is widely remembered for [[https://www.youtube.com/watch?v=ZXU2i0-Zrjg a duel]] that showed a War Rock deck with its first wave of support losing to ''Goat Control'', a deck that was over fifteen years old at the time.
* [[https://yugipedia.com/wiki/Noble_Knight Noble Knights]] are generally considered an extremely overhyped batch of cards, almost to MemeticLoser levels, because of how underwhelming they turned out to be relative to their publicity. A large part of the deck's problems come from being saddled with a clunky playstyle built around Equip Spells and a pseudo-Gemini mechanic (where several of their monsters count as Normal Monsters until a condition is met), two of the most slow and antiquated mechanics in the game, with the payoff being a mediocre defend-the-castle deck built around [[https://yugipedia.com/wiki/Artorigus,_King_of_the_Noble_Knights a so-so Xyz Monster]] which required both a lot of setup to pay for itself and was hard for the deck to put out consistently in the first place. It took numerous waves of support to make the original Noble Knights into a decent deck, and the Noble Knight name would later be redeemed by the [[https://yugipedia.com/wiki/Infernoble_Knight Infernoble Knights]] which were a fairly good deck in their own right (albeit by largely ignoring the older Noble Knight cards entirely), but for many players the original Noble Knights are still the very definition of JunkRare because of how disappointing they were in contrast to their cool [[Myth/ArthurianLegend theming]] and [[SugarWiki/AwesomeArt artwork]] on top of demanding unreasonable prices.

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