Yu-Gi-Oh! has grown exponentially since its creation, and today it has several very powerful cards, which can be better or worse depending on the decks and staples that are trending at the moment.
Check out the 20 strongest Yu-Gi-Oh! cards in the current format here!
El Shaddoll Winda
For starters, we have El Shaddoll Winda, with its overwhelming effect that makes each player only be able to Special Summon monsters once each turn while it is face-up on the field. In addition, it has another effect that protects it from being destroyed by the opponent's card effects.
Destiny HERO - Destroyer Phoenix Enforcer
Known as DPE, Destiny HERO - Destroyer Phoenix Enforcer was present in the vast majority of meta decks of the past format, and only lost relevance after the ban of Predaplant Verte Anaconda, which made it easier to summon.
Despite being less used, it is still a very effective monster for the decks that use it. DPE's strength is in using its quick effect to self-destruct along with 1 opponent's card, and when sent to the Graveyard, activate its other effect, which allows you to Summon 1 "Destiny HERO" monster from your Graveyard on your next turn. So, you can loop destroying and respawning this mighty monster each turn.
Red-Eyes Dark Dragoon
The mighty Red-Eyes Dark Dragoon has several effects to protect it, which are: it cannot be destroyed by card effects; cannot be targeted by card effects by any player. In addition, it can destroy the opponent's monsters (dealing damage to their Life Points equal to the chosen monster's original ATK) equal to the number of Normal Monsters used as Material for its Summon. Finally, its biggest protection, which is the quick effect of negating the activation of a card and, if that happens, destroying it, and then increasing it's attack by 1000 points.
Anti-Spell Fragrance is one of the main floodgates of the format, and it has a simple effect: Both players must set spell cards before activating them and cannot do so until their next turn after setting them. That is, after their activation, Spell Cards practically become Trap Cards. It doesn't seem like much, but for some decks, not activating spell cards on the first turn can be a certain defeat.
Triple Tactics Talent
Here we can see a card so strong, that it has 3 effects. What's more, two of them are from cards that are banned and the other from a card that is limited. As long as your opponent activates a monster effect during your main phase, which is quite common due to the use of hand traps, you can choose which effect you want to use. They are: Draw 2 cards like Pot of Greed; Take control of 1 monster your opponent controls until the End Phase like Change of Heart; and look at your opponent's hand and choose 1 card from it to shuffle into the deck, like The Forceful Sentry.
Masquerade the Blazing Dragon
Masquerade the Blazing Dragon is yet another monster with continuous effect, which makes your opponent pay 600 Life Points to activate cards or effects while you Fusion Summon it. So, if the opponent doesn't negate its effect or quickly summon a monster that can destroy it, this damage to life points can be crucial to their defeat, even more so when the game is being decided in time.
Barrier Statue of the Stormwinds
With Barrier Statue of the Stormwinds on the field, only Wind monsters can be Special Summoned. This is enough to stop the vast majority of decks, as there are so few focused on wind monsters.
Super Polymerization is one of the best cards to break the field, since you can use opponent's monsters to Summon your Fusions and also, your opponent cannot activate cards or effects in response to this card's activation.
Dimensional Barrier is one more highly impactful card. Upon activating it, you must declare a monster card type (Fusion, Ritual, Synchro, XYZ or Pendulum); For the rest of the turn, neither player can Special Summon monsters of the declared type, also all monsters of that type on the field have their effects negated. Against decks focused on a single type of monster, this card becomes even more impactful and will help you to have many victories.
Chaos Ruler, the Chaotic Magical Dragon
Thanks to its effect of taking cards from the top of the deck and sending them to the Graveyard, Chaos Ruler, the Chaotic Magical Dragon is an important piece in some decks that take advantage of monsters in the Graveyard to activate their effects. In addition, it has the effect of returning from the graveyard, where it is usually used as XYZ material for The Zombie Vampire, which will send 4 more cards from the top of the deck to the graveyard.
Dimension Shifter has an effect that affects both players: all cards sent to the Graveyard are banished until the end of the next turn this effect was activated. As a result, there are few decks that can use it, since the vast majority of decks need to interact with the cards in your graveyard.
Baronne de Fleur
Baronne de Fleur is yet another card with multiple effects, the most relevant of which is the quick effect of negating the activation of cards. In addition, there are the effects of destroying a card on the field and summoning a monster from the Graveyard once per turn.
Now we come to the best card to deal with the opponent's field. At the cost of sending cards from your hand or field to the Graveyard, you can target Effect Monsters in your opponent's control, and until the end of the turn, they have their ATK halved and their effects negated. Plus, in response to activating Forbidden Droplet, your opponent cannot activate cards, or card effects, with the same original Type (Monster, Spell, Trap) as the cards sent to the Graveyard to activate it.
Branded Fusion is the best card in one of the best decks in the format, Despia. Its effect allows you to use monsters from the deck as fusion material, and because of this, it is being used in some other decks as well. Its only restriction is that on the turn it is activated, you cannot Summon monsters from the Extra Deck, except Fusion Monsters. Something that doesn't bother the player so much, since most decks that use it are focused only on fusions.
Rite of Aramesir
Rite of Aramesir is the card that makes the Brave Token engine strong as it is, first by summoning 1 adventurer token, which is necessary for the deck to run, and last but not least, by allowing you to place Fateful Adventure straight from your deck face-up in your spell and trap zone. And, this last card will add the remaining cards to the combo straight from your deck to your hand.
Fairy Tail - Snow
Fairy Tail - Snow may seem harmless, but in practice it can be terrible to face it. Its first effect says that when it's Normal or Special Summoned, you can target a monster in your opponent's control and put it into face-down Defense Position. Plus, when it's in the Graveyard, "Snow" gains the quick effect to summon itself back to the field, at the cost of banishing 7 cards from your hand, field and/or Graveyard. Decks that use it, usually make strong fields and still leave it in the graveyard to act if necessary. It is worth mentioning that its effect can be used more than once during the same turn, which makes it a much stronger card.
Called by the Grave
Loved by some and hated by others, Called by the Grave divides opinion for possibly being the best card to use against most hand traps. What's more, you can also use it against any monster in the Graveyard by banishing it, and if you do, its effects are negated, as are the activated effects and field effects of monsters with the same original name until the end of the next turn.
We finally reached the top 3, and the first card in it is Crystron Halqifibrax. Most of the time, the "Halq" is only summoned after you interrupt the opponent's combo with some interaction. If there are 2 monsters left, one of which is a Tuner, this is the time when it will be Summoned, allowing you to Special Summon 1 Tuner directly from the Deck, to continue your play. It still has another effect during your opponent's turn, where you can banish them to Summon 1 Synchro Monster.
In second place is one of the most hated cards in the history of the Yu-Gi-Oh! Its effect is fully anti-play and punishes the player who has the most monsters in their control, not allowing them to activate monster effects or declare an attack. If a player activates Mystic Mine and their opponent has no way to remove it from the field, there are two options: Hold the game until you have the cards needed to win, or hold the game until one of the players loses the duel for deck out.
Finally, we come to the first place on the list: Artifact Scythe is a monster that can be set from your hand in the Spell and Trap Zone as a Spell Card. Also, if during your opponent's turn while Set in the Spell and Trap Zone, it is destroyed and sent to the Graveyard, you can Special Summon it as a monster. And, if Special Summoned during the opponent's turn, activates its main effect that prevents the opponent from Summoning monsters from the Extra Deck for the rest of the turn. The so-called “Scythe Combo” is being performed through the Crystron Halqifibrax, which summons the T.G. Wonder Magician to destroy it on the opponent's turn. Few decks survive when taking the famous “Scythe Lock”.
Do you agree with the list? Do you use any of these cards in your deck? Tell us here in the comments.
Thanks for reading!