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Top 10 Worst Archetypes in Yugioh History

The introduction of Archetypes to Yugioh was a welcome one, it allowed players to choose a pre-existing set of cards that work well together, instead of trying in vain to bundle unrelated cards into an effective strategy. Over the years, plenty of archetypes have made their way into Yugioh and the game is pretty much based around them now. There’s nothing too wrong with this unless you play competitively, you’ll have to use the best archetypes to be successful in a tournament.

With over a hundred archetypes currently in the game, there’s obviously a fair few who aren’t powerful in any way, shape of form. I’ve looked them up and decided on the top 10 worst archetypes in Yugioh history!


10. Digital Bugs

The Insect type can’t catch a break, they finally get a futuristic archetype yet the cards aren’t great at all. Digital Bugs certainly have the potential to be decent but they lack support quite severely. Their monster effects are only useful if they’re changed from attack position to defense position, which is way too slow to be anything other than boring and inefficient. Their XYZ Monsters are too difficult to summon for their effects. Most other archetypes in the game can summon more powerful monsters much faster!


9. Crystal Beast

Gone are the days of Crystal Beasts being a good archetype choice, this card set is still fun to play but they’ll rarely emerge victorious. Over time, the flaws of such weak Crystal Beast monsters have been exposed quite drastically, making them vulnerable to pretty much every strategy under the sun. I’m sure fans all over the world would use this archetype if it was modernised, Konami get on it!


8. Nordic/Aesir

Lack of synergy ruins these archetypes, they’re both part of the same “set” which is why they get the same entry. They’re far too difficult to piece together and make work, the Aesir cards can be formidable but getting them on the field is too much work. For this reason, they’re outshined by almost every archetype released around the same time.


7. Roid

To give them credit, Konami have actually re-visited the Roid archetype a few times, but each visit never does much to improve their state of affairs. Roids are funky and cool but lack competence when it comes to battles, your opponent will never tremble upon the sight of a Roid boss monster. Underwhelming but fun is the best way to put this archetype!


6. Duston

An archetype based around “dust particles” actually sounds quite interesting, the end product is incapable of being good though. The Duston archetype is based around placing these low-level Duston monsters on either side of the field, as they have effects that are detrimental to the owner of the field they’re on. Problem is, these effects are a small bother rather than an actual way of winning. They have a big boss monster called Starduston but even that is hopeless.


5. Guardian

Guardian Dreadscythe is the only hope for this archetype but even that has ridiculous requirements to summon. Other than that monster, nearly all of the other Guardian monsters require specific cards to be on the field to be summoned. Not only are these requirements anything but silly, the monsters themselves offer next-to nothing in return, with pitiful effects and ATK/DEF stats.


4. Evil Hero

It’s quite clear what Evil Heroes were supposed to be, something to counter the generic “good guys HERO monsters”. While they were great additions to the show, Evil Heroes aren’t worth using at all in real-life, nor have they ever been. For starters, barely any Evil Heroes were released, giving us few options when it comes to creating a deck. The cards we’re stuck with may have been useful at the time but as of 2017, they ain’t worth a second look..


3. Genex

Arguably the most unique archetype in terms of available cards, Genex support is purely in the form of monsters,. They have no archetype specific spells or traps in their disposal. As you can imagine, this leads to a significant reduction in deck-making capabilities, as every other archetype has some form of support spells/traps. You’re assuming their monsters are so good, they don’t need support cards, right?! Nope..

Genex monsters do not synergise even a little bit, making a deck out of this archetype is a waste of time.


2. Arcana Force

Dear god I used to hate facing the Arcana Force archetype, you never knew how the duel would turn out. Around the time they were released, Arcana Force monsters were nothing more than a gimmick. Now though, they’re easily one of the worst archetypes in the entire game. Upon being summoned, each monster can have a powerful effect or a massively damaging effect, making them fairly OK with the right combos.

In today’s game, their “powerful effects” aren’t anything special, they’ll be horrifically bad regardless of how the coin flips go.


1. Neo-Spacian

Neo-Spacian monsters are cute, enjoyable and fun but they’re also pretty pointless. The base monsters have meager effects with insanely low ATK/DEF stats. Neo-Spacian support spells/traps are bad and their only combos don’t result in anything worthwhile. Sure, they have some Neos boss monsters but they’re way too difficult to summon when you factor in their low effectiveness.

Due to all of these disadvantages, Neo-Spacians are the worst archetype in Yugioh. Only Neo-Spacian Grand Mole deserves a mention for how much of a troll it can be!

The post Top 10 Worst Archetypes in Yugioh History appeared first on QTopTens.



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