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"Imagine Monarchs, remove all the 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 MST, mix briefly for twenty minutes, and congrats! You have a travesty of an archetype."
Rank10YGO rating Earthbound Immortals

No matter how much the anime tries to convince you that every card has a use, some cards and decks are just not worth your time and money.

For cards that are despised for being too powerful, see here.


Anime cards

CCG Importance Dissonance 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 The Magic Poker Equation to reliably use a lot of really niche cards, and many other cards are simply nerfed into the ground.

Duel Monsters

  • Yugi's "Strategy 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where the game was barely even a game, its highly successful anime record ends up translating to a bunch of severely outdated, banned, or nerfed cards with little to no consistency in design.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 Nostalgia Filter or refusing to play against any deck released after 2005 certainly hasn't helped its reputation. That said, a number of his monsters gained enough support to branch out and define their own Decks, creating archetypes such as Dark Magicians, Gadgets, Black Luster/Gaia Knights, Buster Bladers, and Magnet Warriors. These archetypes are all casually playable, and it's improved the character's standing quite a bit — though trying to combine them will still usually get you laughed at.
  • The "Blue-Eyes has power but Red-Eyes has 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, much to its detriment.
  • The Petit Moth/Cocoon of Evolution line of cards they can summon were very notorious for not being worth the effort, even for the fanfare they received as Weevil's first trump card. There's a funny bit of CCG Importance Dissonance going on, as their appearances in the early Duel Monsters video games, preceding their card game appearances, made them out to be a Game-Breaker.
    • Larvae Moth, in the second set released internationally, is basically a Joke Character. 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 Joke Character cards). It's also Larvae Moth's only effect. It's the only card where the wiki's "Tips" section 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 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, 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 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 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 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.
  • Of the Egyptian God Cards, and perhaps cards in general, none had it worse in the transition to real life than 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 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 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, Obelisk and 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, 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.

GX

  • The Neo-Spacians, introduced in Yu-Gi-Oh! GX, 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 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) 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 Elemental HERO builds despite Neos's presence, it had multiple sub-archetypes such as NEX and 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, 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 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 Rescued from the Scrappy Heap, with cards like Neo Space Connector, Contact Gate, Neos Fusion, and Cosmo Neos finally making the deck viable, with Connector even having seen some use in competitive play.
  • Unlike the Neo-Spacians, fellow GX main-character archetype 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 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. Even their in-archetype Fusion Spell could only make a terribly limited number of Vehicroid Fusions due to the way their Fusions were named. The biggest indicator of how useless the archetype was would probably be the 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.
  • 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 Machines, 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 cardsnote . It doesn't help that very few Level 3 Dragons even existed at the time of their releasenote , 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 Cyberdark Dragon, while easy to Fusion Summon with 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 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 Glass Cannon 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 got some TLC in the form of Legacy support with the introduction of Cyberdark Cannon and Cyberdark Claw which are Level Three Dragon-type monsters with versatile Graveyard-dumping effects and card draw/searching, along with 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 more setup tools and a formidable finisher), which solidly redeemed them.
  • The 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 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. Their Evil Counterparts, Advanced Crystal Beasts, are loads more powerful than the original seven and are compatible with Crystal S/T support, but their dependence on Advanced Dark to stay on the field really injured their ability to function.
    • Their boss monster, Rainbow Dragon, is heavily Awesome, but Impractical. 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 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 Glass Cannon 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, several other cards much better filled the boss monster role. Following the release of the Crystal Beast Structure Deck, Rainbow Dragon now sees play — not as a boss monster, but as a pre-requisite to use Awakening of the Crystal Ultimates, or as Material for its enhanced version Rainbow Dragon Overdrive.
    • One particularly infamous arm of the Crystal Beasts is an earlier effort at fixing them: Crystal Master and Crystal Keeper, which attempted to solve the Crystal Beast issues of Beasts clogging up backrow and a lackluster monster lineup by adding in Pendulums, which could safely nestle into their own zones and use Pendulum Summon to help get Beasts onto the field. Then, Links were added to the game and dedicated Pendulum Zones were removed. Overnight, Master and Keeper went from fairly useful to actively kneecapping your own strategy, since playing them now means filling up your vital Spell and Trap zones with cards that have no way to natively leave them. For added insult to injury, despite being released in 2014, the duo didn't hit the TCG until 2018, at which point the Link era was in full swing.
  • The Venoms used by GX Season 3's initial villain Professor Viper aren't anywhere near as imposing as the anime would have you think. Their playstyle revolves around their Field Spell Venom Swamp placing Venom Counters on all monsters outside the archetype, gradually dropping their ATK to 0 and destroying them, while the monsters place more Venom Counters to speed up the process. Of course, this puts a big red target on Swamp, without which the Counters are meaningless, and the monsters are pathetically weak. The deck also lacks any native method to search out its key Field Spell in the first place, leaving it unable to function if it can't get activated ASAP. While Venoms do surprisingly feature the first monster with blanket immunity to all other card effects on top of an Instant-Win Condition, it requires a specific trap that can only be activated when a specific monster is destroyed by a card effect. Also, because Viper had all of one on-screen Duel, the Venom archetype goes underdeveloped and unsupported, and the closest it has to "modern support" are "Starving Venom" cards which don't work with Venom Counters at all.
  • Remember Jinzo? Well, he has an upgraded form in Jinzo - Lord, used by a one-off antagonist in the 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 coin flip effects and an all-risk-small-reward factor onto an archetype? You get the 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 Luck-Based Mission 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 EX 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 Arcana Force XXI - The World for its Extra Turn-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. It's quite telling that their anime-user had fate-controlling abilities, which is really the only circumstance under which the deck would have even functioned in its time.

5D's

  • The 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 main deck monster, meaning they are constant dead draws. Next, they require you to first Synchro Summon the original, and then use the trap card 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. 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.
  • The Signer Dragons are generally well-received for being good generic Synchro options, and each had a home at some point in the game's lifespan. Black-Winged Dragon and Life Stream Dragon, on the other hand, are met with ridicule.
    • Black-Winged Dragon has a very niche ability to negate effect damage, and each instance of effect damage it blocks makes it weaker. It can then remove all the stat loss and apply it to an opponent's monster, but that is not a Quick Effect so a crafty opponent can weaken it with its own effect and then run over it. In most other cases it's basically a vanilla, and Red Dragon Archfiend has a better statline. It's languished as the joke of the Blackwing archetype, and only sees play in the modern day as a way to access its retrain, Black-Winged Assault Dragon, backed by modern Blackwings that support it.
    • Life Stream Dragon has the crippling requirement of needing Power Tool Dragon as Material. Its ability to restore your LP and negate effect damage are both niche. Its Level is too high to make good use of its status as a Synchro Tuner unless you use a separate card.
  • The Majestic Signer Dragons consisted of only two Synchro Monsters (Majestic Star Dragon and Majestic Red Dragon) that served the protagonists well in their fight against the Dark Signers before the protagonists had to evolve their Synchro Summoning in the next story arc. However, in real life, they're consigned to binders. The Majestic Signer Dragons require the base Signer Dragon, a specific Tuner that doesn't facilitate the Summon, and an extra monster to fill in the total Levels. And for all that, the Majestic version only sticks around for one turn before returning to the Extra Deck like a Neos Fusion. While you do get the original Signer Dragon back, the effort to put out the Majestic Dragon often isn't worth it. Things have gotten better with Converging Wills Dragon as a strictly better replacement to Majestic Dragon, and Shooting Majestic Star Dragon that has the courtesy to stay on the field, but the Majestic Dragon design wasn't popular enough for players to want Majestic versions of the remaining Signer Dragons.
  • Malefics introduced in Yu-Gi-Oh!: Bonds Beyond Time 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 Deck — this means that drawing Main Deck counterpart monsters are major bricks, as you no longer have the ability to Summon the equivalent Malefic monster. The Malefic monsters themselves have no beneficial effect — they die without a Field Spell and they restrict you from summoning other Malefics or attacking with anything else. While Malefic Stardust Dragon saw some play in competitive Gravekeeper decks (whose heart and soul is their field spell Necrovalley) thanks to its field spell protection effect and 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 Malefic World is a joke, only providing a randomized search effect in place of the draw step. It's also required for summoning their Synchro boss Monster that has a fantastic Synchro monster recycling effect, but it's automatically destroyed without Malefic World. Despite having a 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 rewrites their effects entirely to become playable.
  • The Earthbound Immortals, fellow Yu-Gi-Oh! 5Ds-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 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 aside from a crappy and overly-specific Trap Card. 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) 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 Balance Buff, it was a complete mess, attempting to fuse the deck with Rex Goodwin's "Incan" monsters for a bizarre strategy that used Synchros as Tribute material. Their central Field Spell, 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 Aslla piscu's floating effect in combination with cards like Union Carrier—a strategy that is definitely Not the Intended Use.
  • Nordics, one of the most infamous legacies of the 5D's era whose designs based around Norse Mythology 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 Generaider archetype). Theoretically, they're designed as a Synchro turbo deck focused on bringing out one of the three 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 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 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 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 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.
  • 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 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 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.

ZEXAL

  • The CXyz and Number C cards, which are used by many ZEXAL characters, are dependent on Rank-Up-Magic cards to evolve Xyz monsters into stronger versions that are otherwise very impractical 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. It was far more easier to just go with the ubiquitous Rank 4 toolbox or use cards that Rank Up without needing a Spell. Not helping matters was the presence of Utopic ZEXAL, a very powerful floodgate that can be Summoned by discarding a Rank-Up-Magic card and using a Utopia Xyz monster as material. To keep that card from being too accessible, Argent Chaos Force saw some time on the banlist, and Konami was reluctant to print any RUM searcher, which in turn made it hard to support the CXyz and Number C cards. It's telling that after Utopic ZEXAL got banned, it opened the doors for RUM searchers to enter circulation and help support the strategy.
  • The ZW archetype is a group of monsters focused around equipping to and supporting Yuma's "Utopia" monsters, but they lack the ability to put enough bodies on the board to create Utopia by themselves. Some of them are even Level 5 to build to their own Xyz boss monster Leo Arms but that's also mostly dead weight when you don't already have Utopia. Even when you do get to building up Utopia, several of the ZW monsters merely have battle-oriented effects. It's evident that the ZW monsters are a product of New Powers as the Plot Demands, each one created by Yuma's Shining Draw and having the right abilities to bail him out of various tough situations his opponents put him in. At best, a few of them were effectively used as glorified Equip Spells for Utopia. It took a couple of ZS cards — Armed Sage and Ascended Sage — to support the ZW archetype by turboing out Utopia and its Rank-Up forms and searching other ZW monsters to push the archetype to playability, fringe as it may be.

ARC-V

  • 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, and their own effects are generally underwhelming. However, as time went on, they got increasing amounts of support that really polished how they play, 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 Performage, and birthed the loathed "PePe" deck which swung to the polar opposite of this trope and required an emergency banlist to rein in.
  • The Melodious archetype is wielded by the ARC-V deuteragonist Yuzu. As an early ARC-V anime archetype, though, it was initially sorely lacking in Extra Deck bosses. A number of Melodious monsters gain effects when Special Summoned, but the archetype has a bit of difficulty initiating that without external help, and it didn't even get its own Pendulum cards which would have facilitated this strategy. They did get some Fusion Monsters later on, but the better Fusions want the clunky high-level Maestras as material. The best game plan is to Special Summon Aria and Elegy so that you had a board of indestructible monsters that can't be targeted, but you'd find that Aria protects your board from being targeted by your cards too, blocking off any targeting support that would be beneficial to your Nigh-Invulnerable board. What's most painful is that Melodious support vanished in the middle of ARC-V (due to Yuzu being Demoted to Extra) and the archetype would continue to be starved of legacy support as the years went on, leaving it sorely outclassed for an anime archetype that belonged to one of the more promising female protagonists of the franchise. Meanwhile, Yuzu's dimensional counterparts got much more support for their Decks (Lunalights, Windwitches, and Lyriluscs) that actually allowed them to see a fair bit of competitive play well after ARC-V, despite the latter two in particular getting far less screentime. The knife is twisted further by the later introduction of Solfachords, who share the same motif of musical female Fairies, but with an actual focus on the Pendulum Summoning that Yuzu's dimension was supposed to represent. This would eventually be rectified in 2024, where they are given a pair of Pendulum cards with competent effects, their in-house Fusion spell, and two new Fusion monsters with less stringent requirements and good effects.

VRAINS

  • The Dinowrestlers are viewed as a Replacement Scrappy after their user Go Onizuka (The Gore) exchanged his more popular Gouki Deck for them and took a sudden antagonistic role against Playmaker. The Dinowrestlers as a whole suffered from having effects that focused on the Battle Phase, which were very unpopular even at the time. In contrast, while the Goukis also had a similar Battle Phase focus, they had a lot of floating and recursion to perform impressive Link combos without taking too much of a net loss. The only stand-out is Dinowrestler Pankratops, who could enter the field for free and worked as a generic 2-for-1 removal at best or a 1-for-1 at the bare minimum.

Other archetypes

  • The Guardians, one of the very first archetypes ever introduced in the set Dark Crisis, 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 one of them became outright unusable after their Equip Spell was banned for reasons that had nothing to do with the archetype. The only Guardians to be even mildly well-regarded are Eatos and 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 Grarl had a very short window of popularity at the beginning of Duel Links.note  Bizarrely, this archetype would go on to appear in the anime some months after making no impact whatsoever on the card game, which not only gave it a prime spot in the Doma Filler Arc, but went so far as to make Guardian-user Rafael the first character to fairly break Yami Yugi's winning streak.
  • The Duel Terminal/Hidden Arsenal series, debuting in the early Synchro era, is host to a number of archetypes that generally suffer from Early-Installment Weirdness of archetype design, since they had a theme but Konami hadn't finessed how to make them really good, especially when their boss monsters have really restrictive requirements for underwhelming effects. Some of these archetypes dramatically improved with some support, but others have been left in the dust and languish in unplayability:
    • Allies of Justice were created for the purpose of acknowledging the lore of the Duel Terminal, where the primary Arc Villain at the time was the Light-type and Flip Effect-focused 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 Crippling Overspecialization 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. The stand-out card was Catastor, a generic Synchro monster that could destroy more than just LIGHT monsters. While cards like Cycle Reader, Decisive Armor, and Quarantine managed to see play as Highly Specific Counterplay against Light decks, the Allies of Justice as a whole were consigned to the bin. They even struggled against Worms, the archetype they're designed to counter, since Worms had some okay power output through W Nebula Meteorite and ways to swarm the field or search their monsters, which the Allies had none of.
    • Jurracs are an archetype of FIRE Dinosaurs with battle-oriented effects, which meant that they would not take too kindly to Power Creep over the years. They had a good playmaker in Jurrac Guaiba which could proactively Summon a Jurrac from the Deck and Jurrac Aeolo which can revive a Jurrac from the GY, but most of the rest of the archetype used mediocre stat-boosting effects, had triggers that relied on their monsters being destroyed by battle, or generally struggled with furthering card advantage. Not helping matters is that FIRE and Dinosaur were lacking in generic support that would have propped them up at the time, they were also missing functional Spell/Trap support,note  and their biggest boss monster, Jurrac Meteor, was a boardwipe that erased everything, including itself and only gave you back a single miserable Tuner for all the trouble you went through to summon it, meaning you'd be wholly better off just making Black Rose Dragon instead if you wanted to blow up the board.
    • As an archetype, Ice Barriers are widely seen as mediocre on their best day, with their lockdown theme best described as "floodgates on legs, but bad." Their Main Deck monsters were either fragile or had a mediocre lockdown effect (or both in some cases), and they needed another Ice Barrier on the field for their abilities to take effect without the ability to maintain field or hand advantage to make that work well. 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). 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.
    • The Genex archetype is built around using 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, but the effects weren't very cohesive, the boss monsters weren't worth summoning, and it lacked any in-house Spell/Trap support. It is capable of a few decent plays and combos, such as changing the name of "Genex Recycled" to get bigger bodies with "Machine Duplication" for a big Synchro Summon, but the rest of the archetype is generally pretty bad. They would be Rescued from the Scrappy Heap by a legacy support wave including Repaired Genex Controller, which effectively gives the deck infinite Normal Summons thanks to the R-Genex searchers and thus allows it to Synchro spam to its heart's content (though it can only be summoned once per turn, so if it's removed or has its effect negated the player's turn comes to a screeching halt) and a decent boss monster in the form of Return Zero. While still not competitive due to their glaring reliance on Repaired, they're at least casually playable now, which is a huge step up from the mess they were before.
  • Noble Knights are generally considered an extremely overhyped batch of cards, almost to Memetic Loser 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 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 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 Junk Rare because of how disappointing they were in contrast to their cool theming and artwork on top of demanding unreasonable prices.
  • The 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 you to Tribute too many resources for their effects. The deck seems based around an assumption that the player will have perfect control over how many Tokens they have at any given time, but lacks the ability to reliably get them out and has too many cards that use them as a cost. All in all, the archetype is remembered for its individual cards rather than as a whole — Dracossack was used as a tanky Rank 7 in Dragon Rulers, while Auroradon and O-Lion are used as parts of a generic value engine.
  • When one thinks of Evols, they usually think of their boss monsters Evolzar Laggia and Evolzar Dolkka but not really the rest of the archetype. The problem is that the Evolsaurs, which boast reasonable statlines, had effects that relied entirely on being summoned by the Evoltiles, 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 any generic Type support, usually aimed at Reptiles or Dinosaurs but never both, cannot adequately benefit the archetype as a whole. The result is that the Evolzar boss monsters saw plenty of play... to the exclusion of the rest of the archetype, especially when Rescue Rabbit was used to set up an effortless Evolzar Xyz Summon. Even an effectively one trap card Evolzar xyz-summon proved insufficient to make them anything more than a rogue strategy at best.
  • 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 the large library of cards at their disposal, though, they end up being very gimmicky due to being too focused too hard on flipping cards 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, they're 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 game's Power Creep, and Link Monsters (which cannot exist face-down) became a sore Achilles' Heel for the archetype. They eventually got a few good support cards, including their own Link-1 that can proactively enable opening plays, but the most efficient way to use Ghostricks in the modern game is to turbo out their Xyz monsters to go into Utopic Draco Future, and the only necessary Ghostrick Main Deck card in that engine is a single Normal Spell.
  • Digital Bugs are notoriously regarded as one of the worst-designed sets of cards in the game, primarily due to a game plan that actually interrupted itself. The archetype's main deck monsters are all level 3 Insects that give extra (mediocre) effects to any Xyz Monster that uses them as Material, but the deck has only one rather weak Rank 3, and if you go into the higher-rank Monsters by Ranking Up your lower-Rank monsters, the bonus effects don't transfer. You also need to detach 2 Materials to Rank-Up so you have a net loss of Material with each Rank-Up unless you bend over backwards to add more.
    • Even when Digital Bug Registrider was introduced five years down the line to streamline access to their higher-Rank monsters, they suffer from restricting themselves to 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 a High-Tier Scrappy 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: Bug Matrix. For comparison, there were four other Field 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 cards released in 1999.
  • In what might be one of the meanest cases of Power Creep in the modern game, Dustons. They were designed as a Lethal Joke Character deck, similar to the older 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 House Duston and then Goblin King or 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 opponent's field went from a real detriment to the card game equivalent of handing your opponent a loaded gun.
  • While all Pendulum decks were nerfed to some extent by Master Rule 4 and the changes that came with it, 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 a Link Monster of their own (which often required them to use their Pendulum Summon to actually put on the field). Link Monsters also presented a problem for their bosses Skybase and 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 humongous beatstick to answer (to the point where "Towers" has been adopted by players as a term for any Nigh-Invulnerable boss monster) to something that can be kicked out by any deck capable of putting three monsters on the board.
  • The Amorphage archetype consists of EARTH Dragon Pendulum monsters with effects designed to shut out the opponent from being able to play properly. However, they were counterbalanced with too many drawbacks to let them actually go anywhere. For starters, their Pendulum effects only kicked in if you controlled other Amorphage monsters, and had a maintenance cost that forces you to give up a monster during your Standby Phase or lose that lockdown. Their terrible Pendulum Scales restricted their player to Pendulum Summoning only Level 4 monsters, keeping them from accessing their Level 2, 6 or 8 monsters that had the better lockdown effects, and reducing the ability to put down monsters for the mainenance costs. They do have a boss monster Amorphactor Pain, the Imagination Dracoverlord, but he and his associated spell Amorphous Persona were not actual Amorphage cards, so they cannot easily synergize with the rest of the archetype. The backrow did help with maintaining the resource cycle, but they could not compensate for all of the decks' weaknesses.
  • The Vendread archetype is another foray into experimenting with the Ritual Summoning mechanic, with their signature Ritual Spell able to Ritual Summon a monster from the GY and use Zombies in the GY as a resource. The problem is that this archetype was offset by too many counterbalancing factors (probably to prevent it from reaching Nekroz-tier strength) that it fell into mediocrity despite the number of cards populating the archetype. The Ritual Monsters often had mediocre battle-focused effects, and the non-Ritual Monsters bestowed powerful effects to their Rituals but only if Tributed from the field for this Summon, meaning you cannot benefit if you use them from hand or Grave. The non-Ritual Monsters also had ways to recur themselves from the Graveyard, but they banish themselves if revived that way, restricting the player's ability to use them to their fullest. The rest of their effects or support also loved banishing each other from the Graveyard as costs with very little way to reclaim the banished monsters, so the archetype tends to drain its resources faster than it can replenish them. Players often theorize that these counterbalancing factors arose from the designers overestimating the strength of generic Zombie support that can move their cards in and out of the Graveyard with ease. Vendread moved from "unplayable" to "decent" with Power of the Elements introducing a couple of good cards to the archetype, but in the wake of outstandingly strong archetypes like Tearlaments that were introduced in that very same pack, it's evident that Vendread isn't going to be a contender any time soon.
  • The Ursarctic archetype was released as a counterpart to the Drytron archetype. Both archetypes focused on being a Mechanically Unusual Fighter — Ursarctics made Synchro Monsters by subtracting the Materials' Levels instead of adding them, while Drytron made Ritual Monsters by matching the total ATK score of the Tributes instead of their Levels. Drytron saw a lot of success since their base monsters can easily put themselves on the field from hand or Graveyard by Tributing each other or their Rituals from hand or field, and coincidentally could put out Herald of Ultimateness as a fearsome negator. Ursarctics, on the other hand, consisted of Level 7 or higher monsters that Special Summon themselves from the hand by Tributing other Level 7 or higher monsters from the hand, and even though they have support cards that substitute or replenish these resources, they ended up being way too costly. They leaned a little too hard into their Numerological Motif, as their best Synchro Monsters are Level 7 but needed a Level difference of 7 to Summon, meaning you had to either use their unique Level 1 Synchro Monsters as Material or go out of your way to include other Level 1 monsters to supplant the strategy. They also restrict you from Summoning Xyz or Link monsters that would support their strategy, and their Levels are often too cumbersome for a traditional Synchro Summon on their own. The archetype is so bad that even a card that lets them draw a total of 7 cards could not save it, when that kind of asset would be absurdly strong in any other archetype. Ursarctics, surprisingly, actually did manage to top an event or two in the OCG thanks to a couple new support cards (Ursatron Alpha, a searcher that doesn't make the deck minus itself further to hit the board, and Polar Star, which facilitates the summons of the bigger Synchros and has a decent floodgating effect) along with some outside support, salvaging it from being a complete laughingstock.
  • 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, Fortia, Gactos, and 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 Mammud and Orpis can only Normal Summon themselves out of the hand, making it impossible to swarm the field with them, and 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 archetype 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. 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 Skyler and 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 Amazoness. The archetype is widely remembered for 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. Their second wave of support included a few toys like a boss monster that didn't completely suck and an actual negate, and with those support cards they managed to at least be casually playable in Duel Links (which has a slower, more Battle Phase-oriented format), though trying to use them in the regular game will still get you nowhere fast.
  • The Dream Mirrors are generally considered another unfortunate case of "Awesome Art, but not much else". The archtype is split between a LIGHT and DARK half, with their gimmick being using a monster or Field Spell from one half to search out its counterpart from the other. By itself, this already means they have consistency problems, but several of their cards also have different or no effects depending on which of their two Field Spells is on the field at the moment, which can make getting the right combination of cards much harder than with other decks. One of their best plays is using Dream Mirror Hypnagogia to get both Field Spells on the field at once to reap the benefits of both, but most of the monsters' effects are so dedicated to searching each other out that there isn't a ton you can do with it even then, plus the fact that those search effects require tributing one of the the monsters (or even worse, banishing their Field Spells) also means they tend to burn through their resources very quickly, all for their other effects, which are mostly mediocre or disjointed from each other. On top of that, the sheer number of cards needed for them to function makes their playstyle overly-complex and way too easy to disrupt compared to other archtypes, and their effects simply aren't strong enough even at the best of times to justify all the effort, which locks them out of even being Difficult, but Awesome.

Single cards / Miscellaneous

  • 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 Power Creep, the following sets released multiple cards that were strictly better; Raimei did 300 damage, Hinotama did 500, Final Flame did 600, and 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. Winning a duel with Sparks is actually a special challenge in some games.
  • 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 certain effects. They had some success in the earlier, slower days of the game (reaching their arguable height in Goat Format), 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 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 Shaddolls, and even those benefited much more from being sent to the Graveyard than being flipped.
  • Some mechanics take time to be good, but 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 Power Creep, 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 remotely modern decks to involve Geminis are Red-Eyes (which still often sticks to vanillas) and Chemicritters (which have a Field Spell that seems designed to solve all possible Gemini problems), and both are generally seen as tolerable at best.
  • Batteryman C is an earlier Batteryman 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 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.
  • While Mermails as whole are far from this, the TCG exclusive 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 Atlanteans like they usually like doing for summoning monsters and there are only 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 certain 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.
  • Duel Link Dragon, the Duel Dragon, aside from a fantastically redundant name, earns a lot of scorn for being seen as one of the worst cards of the VRAINS era. It's meant to be a homage to Ultimaya Tzolkin, a rather popular card based on the Final Boss of Yu-Gi-Oh! 5Ds 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 Poor Man's Substitute... 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 Ancient Rules to summon Blue-Eyes, and keep in mind, Ultimaya could be summoned off a single Instant Fusion and any Level 5, and could yield a fully-powered Crystal Wing Synchro Dragon for the price of setting one card. In fact, you could easily just summon Crystal Wing the old fashioned way for monumentally less effort than making Duel Link Dragon, not to mention the plethora of high-Link boss monsters like Borrelsword Dragon that are infinitely more threatening than whatever this card is supposed to do. 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.
  • Aileron, the Robot Buddy of Raye, was given a card adaptation with the release of Yu-Gi-Oh! OCG Stories. As the first Sky Striker card in a long time since 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 Hayate and Foolish Burial Goods can already do proactively. 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. Worst of all, using one of his effects restricts you from using the other for that turn, even though getting to use both effects in a single turn already produces mediocre results. Disappointed players made him the laughingstock of the archetype.
  • Two very early monsters with the same effect, Swordsman from a Distant Land and Zone Eater, are pretty widely considered contenders for the worst monsters ever made. The good news, they can destroy any monster they attack after a certain amount of time. For the bad news, how long does it take? Five turns. And you'll probably lose Swordsman/Zone Eater in the process because of their pathetic stats. Even in the early days of long, slow duels, that was still way too long to be of any use, and even then there were much faster and easier ways to get rid of troublesome monsters anyway. Hilariously, Swordsman wasn't released in the TCG until 2014, when the game was already getting into the Rocket-Tag Gameplay era when most duels don't even last five turns, to say nothing of the combo-heavy style meaning players usually don't let their own monsters stay on the field for more than one or two.

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