Top 30 Poorly Designed Archetypes as of January 2024

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Christen57
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Top 30 Poorly Designed Archetypes as of January 2024

Post #1 by Christen57 » Wed Dec 27, 2023 4:30 am

Table of Contents

  1. Introduction
  2. First 27 archetypes on the list
  3. (Dis)honorable mentions
  4. Last 3 archetypes on the list

Introduction

Now that the January 2024 TCG banlist has been revealed, I decided to make a list of at least 30 archetypes I consider the most poorly designed so far.

This list was inspired by:

For an archetype to have a chance at being included on this list, it must be listed here https://www.yugiohcardguide.com/yugioh-archetypes.html, must not contain too few or too many cards, and must have at least 2 horribly designed cards. I decided to allow about 2 exceptions to these rules, but only for the (dis)honorable mentions section.

Also, whether or not an archetype is poorly designed isn't based on how competitively viable it is. Competitive viability does play a small role in how well designed an archetype is, but most of the time it's not gonna be the deciding factor. Many archetypes exist that are decently designed, or at least not horribly designed, despite not being meta relevant. Likewise, an archetype being meta doesn't automatically make it poorly designed.

The (dis)honorable mentions are archetypes that part of me really wanted to include, while the other part of me really didn't want to include. These are archetypes where I just couldn't make up my mind as to whether I'd include them or not.

With this list, I hope to give custom card makers a better idea how not to design an archetype.

First 27 archetypes on the list

30. Armed Dragon

The first members of this archetype were a level 3 that required you to put it on the field then wait until your next standby phase to use its mediocre effect, along with 3 super bricky monsters in the form of Armed Dragons LV5, LV7, and LV10.

In 2008, Konami introduced a new powerful member of this archetype in the form of Dark Armed Dragon which... didn't actually support the archetype since the card requires dark monsters while the archetype was wind.

In 2009, Konami introduced another member to the archetype that, once again, didn't actually support it: Hardened Armed Dragon, a monster that granted basic protection to any level 7 and above monster that tributed it for a summon, even though the level 7 and above Armed Dragons had a restriction saying they couldn't be normal summoned. No one bothered playing this in Armed Dragon decks.

It took Konami 5 years to realize their cock-up, and in 2014 they finally fixed that by giving Armed Dragons a level 7 that could be normal summoned, allowing them to finally take advantage of that protection Harden Armed Dragon offered.

Too bad this level 7 was a mere... vanilla. https://yugipedia.com/wiki/Metaphys_Armed_Dragon

To make matters worse, Hardened Armed Dragon decided in April of 2017 that it didn't want to be part of this dumb little archetype anymore. So it went and got itself a "not treated as an "Armed Dragon" card" errata, even though, again, no Armed Dragon player was ever running it.

Then in 2018, as if things couldn't get even more ridiculous, Konami gave Armed Dragons a fusion monster! https://yugipedia.com/wiki/Armed_Dragon_Catapult_Cannon

What's ridiculous isn't that they wanted to give the archetype a fusion but rather the materials and summoning condition they decided to require for it. You would think they'd make this fusion monster not too hard to summon, and that its materials would be something basic, like, I don't know...
1 Armed Dragon monster plus 2... uhhh... Wind-Attribute Dragon-Type monsters or something, right?

Well, when we look at this fusion, we see that one of its needed materials is Armed Dragon LV7.

Okay, fine. That's not so bad... I guess? What about the other material required...

VWXYZ-Dragon Catapult Cannon??? What kind of sick joke is this?

Konami really wanted us to combine Armed Dragons, an already very bricky and slow archetype, with the very bricky and slow VWXYZ cards, all to make these decks even brickier than they already were.

Also it wasn't like you could cheat this fusion out by substituting Beastking of the Swamps or something for one of the materials, or by filling the graveyard with the materials with an effect like Extra-Foolish Burial. You first have to actually summon both its materials successfully.

So this archetype continues to remain unplayable, and in 2021, Konami I guess got their act together and gave Armed Dragon 2 new good cards in the form of Armed Dragon Flash and Armed Dragon Thunder LV7. Flash was great because you could now not only search Armed Dragon LV3 but immediately access its effect to bring out Armed Dragon LV5 without having to wait a turn, while Armed Dragon Thunder LV7 was nice since it treated itself as Armed Dragon LV7 on the field and graveyard. Not to mention the ruling where special summoning it counts as successfully summoning Armed Dragon LV7, meaning Armed Dragon Thunder LV7 could help fulfill that fusion monster's summoning requirement and be banished for that monster's eventual summon without needing the original Armed Dragon LV7.

Unfortunately, the rest of the Armed Dragon support turned out to be garbage, too bricky, or both, with the archetype now having to rely on crashing Ojama Blue in the battle phase in order to access the cards needed to get that fusion out. I'm especially disappointed in Armed Dragon LV10 White. That should've been able to also banish from the hand for its summon instead of only from the field and graveyard.

All the Armed Dragon archetype's level 10 monsters are win-more cards at best, where if you reach a point where you're able to bring any of them out, you're most likely already in a completely winning position. That's the worst part about this archetype, and the main reason it ended up making this list. This archetype isn't just garbage. It's forced to stay garbage. Being able to quick effect banish entire fields and graveyards on a whim, while also locking opponents out of any effects sharing any banish card name, is stupidly and enormously overpowered for a fusion monster. So to balance it out, said monster must remain stupidly and enormously difficult to summon. If Konami releases any further support that makes it easier to summon, Armed Dragons will become toxic and degenerate to the point where the archetype will have to get hit hard on the banlist. You'll see several other archetypes on this list also following this same pattern.

I won't bother commenting on the rest of the useless garbage, that Konami released in an attempt to further support this archetype such as Armed Neos, Pile Armed Dragon, and Armed Dragon, the Armored Dragon.

29. Jinzo

To be clear, I'm talking about Jinzo as an archetype, not the level 6 Jinzo monster itself: https://yugipedia.com/wiki/Jinzo

The Jinzo monster was great. It saw tons of competitive play in early yugioh. The problem, however, is the "support" Konami released in order to try and make Jinzo into an archetype. I don't know where Konami was trying to go with this. Literally all the Jinzo support cards are utter garbage. It was, and still is, far better to just splash the Jinzo monster into various decks, or have it as a side deck option or something, as opposed to trying to build and pilot a "Jinzo deck".

Jinzo #7 has an effect that lets it attack directly and nothing else. Freaking Wattgiraffe has the same effect while having not only more than twice the ATK but also an effect locking opponents out of activations for the turn.

In 2008, Konami gave us Jinzo - Lord and Jinzo - Returner. Returner was another worse Wattgiraffe, while Lord's effect made no sense. Lord can only be summoned from the hand, and to do so, you need to send a face-up Jinzo you control to the graveyard. Also, like Jinzo, Lord has the same effect shutting down traps.

Lord wasn't worth summoning at all. It was always better to just get regular old Jinzo out and use that for stopping traps. There was no good reason to ever sacrifice a perfectly good Jinzo, and go -1 in card advantage, all for another monster whose effect did the exact same thing. It didn't help that Lord required Jinzo itself and couldn't use at least any of the other monsters with Jinzo in their name.

Jinzo - Jector came out in 2015, and would've been amazing if were a spell card, or at least didn't eat up your normal summon. Jinzo the Machine Menace, along with a rank 6 in the form of Jinzo - Layered, came out in 2020. Menace requires a trap already on the field or graveyard, which makes no sense since you yourself wouldn't really play traps in a Jinzo deck due to Jinzo's effect conflicting with traps. So you'd likely rely on the opponent running traps, and even then, Menace also requires Jinzo in the hand or graveyard to summon itself, further hurting consistency, while Layered had absolutely no synergy with the archetype and didn't share any of Jinzo's negation capabilities.

The archetype also received several spells, with one of them being Amplifier, but playing Amplifier is extremely risky due to its abnormally high potential to cause infinite loops that would lead to Amplifier being ruled as the main cause of them and then destroyed by game mechanics. The rest of the spells were either too weak or too restrictive, with Law of the Cosmos being both. That spell should've let the player choose whether to add or special summon, whether or not the opponent agreed to set a trap.

Konami also released Psychic Bounder and Psychic Megacyber to support the archetype but didn't bother making these part of the Jinzo archetype. So they're unsearchable by Jector, while Megacyber's excessive restrictions ruined any remaining potential synergy it might've had with the archetype, as it relied on the opponent controlling more spells/traps for its first effect, and on having Jinzo already present on the field for its second. Not to mention neither of those effects were anywhere near powerful enough to warrant them being hard once per turn.

28. Chrysalis

This is an archetype of level 2s that can tribute themselves to summon Neo-Spacians straight from the hand or deck. This would be great... if only it didn't require that stupid useless field spell that doesn't even in any way synergize with or support Chrysalis! Nothing else to say about Chrysalis, so, moving on...

27. ZW -

ZW is short for Zexal Weapon. This archetype focuses on equipping to specific Utopia xyz monsters in order to grant powerful bonuses. The first glaring problem is the stupid "highlander clause" on all the archetype's main deck cards. Highlander Clause is an unofficial term that refers to a effect restricting a player from controlling more than 1 copy of, or refers to an effect restricting the field from having more than 1 copy of, a specific card or archetype of card. Highlander clauses are okay if and only if the cards in question are powerful enough to warrant them, like in the case of Kaijus. This isn't the case with ZW. Literally the only powerful card in the archetype is ZW - Pegasus Twin Saber, with everything else being mediocre or garbage. Several of the archetype's cards including said Pegasus even want stupid annoying conditions to be fulfilled such as having far fewer life points than the opponent, even though neither the "ZW -" nor Utopia archetypes have any reliable way of getting your life points low enough to meet that condition.

All the archetype's spells also have restrictions that are completely unwarranted, excessive, or both.
  • Zexal Entrust and Zexal Catapult each needed both a hard once per turn restriction, and an "except the turn this card was sent to the GY" restriction, on their graveyard effects for some reason
  • Shining Draw required a hard draw in the draw phase, and reveal in hand, to be used. It also could only equip from the deck and extra deck, when it should've be able to also equip from among the field and graveyard
  • Rank-Up-Magic Zexal Force should've made it optional to put a monster on top of the deck after resolving it, not mandatory. It also should've let you choose a monster from between the deck and graveyard to put on top of the deck, instead of just from the deck
  • Similarly, Zexal Construction should've made it optional to shuffle back the card it reveals, not mandatory. Alternatively, if it was going to include that mandatory shuffling of the revealed card, it should've given the option of drawing a new card afterwards. Better yet, it should've worked like Onomatopaira where you can choose 2 of its listed categories and add up to 1 card from each, while shuffling back the revealed card

26. Abyss Actor

It wasn't really 1 or 2 issues with this archetype that led to it making this list but rather a combination of several different issues that, for years, ruined the archetype and its cards' ability to synergize with each other.

Prior to 2023's Photon Hypernova, the archetype struggled like crazy to pendulum summon due to its pendulum scales and levels being all over the place with no reliable way to adjust them. The archetype's pendulum scales include 9, 8, 7, 3, 2, 1, and 0, while its levels include 8, 7, 4, 3, 2, and 1. Also, only 1 of the archetype's monsters has a pendulum scale of 9 while only 1 of them has a pendulum scale of 0, so you can't even try to run only scale 0s and scale 9s in order to maximize consistency, and even though the archetype had Abyss Actor - Wild Hope which can change a pendulum scale to 9, that wasn't even close to being enough. Yet despite the archetype having such difficulty pendulum summoning, some of their pendulum effects were still given xeno-locks, such as their scale 9 Abyss Actor - Twinkle Little Star preventing pendulum summoning of monsters not part of the archetype even though cards like Kuro-Obi Karate Spirit and Kai-Den Kendo Spirit proved that such restrictions on scale 9s are no longer necessary.

Some of the archetype's cards, such as Abyss Actor - Mellow Madonna, instead had an even worse restriction that locked them into the pendulum monsters specifically, cutting off access to the archetype's non-pendulums such as its link monsters, while the archetype's monsters also lacked any sort of common mechanic to help keep it together.

So because of the archetype's weakness, inconsistency, sluggishness, and lack of synergy due to its horrible pendulum scales, excessive restrictions, and lack of a decent common mechanic, Konami had to give Abyss Actor ridiculous consistency boosters and searchers out of Photon Hypernova, and this is on top of the ridiculous consistency boosters and searchers they already had prior. As a result, Abyss Actor now has a whopping 14 easily accessible search / draw cards:

  1. Abyss Actor - Extras
  2. Abyss Actor - Hyper Director
  3. Abyss Actor - Liberty Dramatist
  4. Abyss Actor - Mellow Madonna
  5. Abyss Actor - Super Producer
  6. Abyss Actor - Superstar
  7. Abyss Actor - Wild Hope
  8. Abyss Actors' Dress Rehearsal
  9. Abyss Playhouse - Fantastic Theater
  10. Abyss Script - Abysstainment
  11. Abyss Script - Dramatic Story
  12. Abyss Script - Opening Ceremony
  13. Abyss Script - Rise of the Abyss King
  14. Abyss Script - Romantic Terror

25. Malefic

Konami indirectly admitted they went overboard with this archetype's restrictions once they showed us Malefic Territory, a continuous spell that temporarily removes some of said restrictions. They could've just, you know, errata'd the Malefic monsters themselves to remove said restriction so they wouldn't have to rely on this unsearchable continuous spell for that, on top of the archetype still having to rely on a field spell being present. Better yet, they could've just not had such a stupid restriction on those cards to begin with.

Seriously, they should have had no such restriction! Nothing else to say about this archetype.

24. Cloudian

This archetype relies too heavily on generating Fog counters off of normal summons despite having no means of performing multiple normal summons in a turn to generate those counters. Other normal summon-dependent archetypes like Floowandereeze, True Draco, and Monarch all have reliable ways to normal summon multiple times a turn. Also, Cloudian wants to place counters on opponents' cards too, making the archetype even harder to play when you place those counters on opponents' cards when said opponents are trying to place their own counters on those cards same. Keeping track of which counters are which becomes a nightmare outside of automatic simulators such as EDOpro.

The archetype got some spell and trap cards meant to help speed up the production of Fog counters, but they are either too slow in the case of Raging Cloudian, or require you to go -2 in card advantage in the case of Fog Control and Cloudian Aerosol.

23. Naturia

Naturia has way too many easily accessible in-archetype negations and floodgates with none of them being once per turn or anything, including monsters that lock out spells, traps, and both. They focus too much on floodgating and restricting opponents in order to be as uninteractive and annoying as they can. Naturia Exterio was also one of the main cards players were summoning off of Cyber-Stein, which greatly contributed to that card's ban on the June 2023 banlist.

22. PSY-Frame

Like Naturia, this archetype also focuses on heavily discouraging healthy interaction in order to instead be as annoying as it can. Unlike Naturia, however, this archetype relies heavily — too heavily in fact — on specific opponent plays in order to be able to start making plays itself. None of the archetype's monsters can be summoned on their own without the opponent making the first move, and that move must correspond with the PSY-Framegear in hand during that moment, meaning you can't do anything when your opponent's relying heavily on monster effects while your hand lacks PSY-Framegear Gamma, relying heavily on spells while your hand lacks PSY-Framegear Delta, or relying heavily on traps while your hand lacks PSY-Framegear Epsilon. This meant opponents could simply bide their time, setting cards while drawing new ones each draw phase until they've amassed enough cards to start overwhelming you. Players had to rely on dumb stuff like Wind-Up Rabbit and Cardcar D just to be able to pressure opponents into making a move they can respond to.

The archetype also severely hurt itself with its excessive mandatory banishing of its own cards despite having no reliable or consistent way of recovering them once banished, meaning you'll run out of PSY-Frame Drivers very quickly despite the archetype's extreme reliance on that card. Konami did try to give us 3 more copies of it in the form of PSY-Frame Multi-Threader, but that card sucked since it needed to already be in the hand or graveyard in order for the PSY-Framegears to be able to use it, since it isn't treated as PSY-Frame Driver in the deck. This makes PSY-Frame Multi-Threader an even worse brick in PSY-Frames than the actual PSY-Frame Driver itself.

PSY-Framelord Omega and PSY-Framegear Gamma ended up being far more powerful in other decks than in PSY-Frame, resulting in them getting limited on the September 2018 and June 2023 banlists respectively.

Also, like the Malefic archetype, Konami tried to give PSY-Frames a card whose sole purpose was to reverse one of the archetype's main restrictions, even though that restriction at that point should've just been errata'd away entirely. What's even stupider is, the restriction PSY-Framelord Lambda was intended to reverse was the wrong one. PSY-Framegears didn't need to be granted the ability to "activate monster effects even if they control a monster". What they needed was to no longer automatically banish their precious PSY-Framegears and copies of PSY-Frame Driver in the end phase, or to simply send them to the graveyard instead of banishing them. Then other PSY-Framegears would get to access that copy of PSY-Frame Driver for their effects as well.

21. Venom

By "Venom," I'm referring to the Reptile-Type ones and their spell and trap cards, not the Dragon-Type "Starving Venom" sub-archetype.

What's there to say about the Venom archetype? The monsters are utter garbage, their field spell is utter garbage, their traps are utter garbage, the Venom Counter mechanic itself is utter garbage, Vennominon the King of Poisonous Snakes is utter garbage, and the archetype's best card is Vennominaga the Deity of Poisonous Snakes that's forced to remain atrociously difficult to summon because of its excessive built-in immunities, ability to reach several thousand ATK with ease, self-revival it can use almost as many times as it wants, and alternate victory condition that ended up not being too hard to achieve thanks to its aforementioned safety from most attacks and effects.

For this archetype to be better, the Venom Counter mechanic should've been much stronger. Venom Swamp's effect should've been:
If this card is activated: You can add up to 1 of your "Venom" monsters each that are in your Deck, GY, and banished to your hand. During each End Phase: Put 1 Venom Counter on each face-up monster that is neither a "Venom" monster nor a "Vennomin" monster. The ATK of monsters with Venom Counters become 0. The effects of monsters with 2 or more Venom Counters are negated. Destroy any card with 3 or more Venom Counters, also if there are 6 or more Venom Counters on your opponent's field, you win the Duel.

Also, Venom Snake's effect should've been a quick effect in order to compensate for the fact that it can't attack the turn its effect is used.

Finally, Venom Boa, Venom Snake, and Venom Serpent should've also had these set of continuous effects:
The ATK of opponent's monsters with Venom Counters become 0. The effects of opponent's monsters with 2 or more Venom Counters are negated. Destroy any monster with 3 or more Venom Counters.

20. Alien

Like with Venom and Cloudian, placing counters on specifically opponents' cards proved to be a bad common mechanic for this archetype. Also, Konami decided and ruled that the Alien archetype's effect, that reduces a monster's ATK and DEF by 300 for each of said monster's A-Counters, only applies while there's an Alien monster present with that specific effect, meaning this ATK and DEF reduction is not an inherent ability of A-Counters. This means if a monster with an A-Counter battles an Alien monster, but no monsters on the field have that effect making those counter-wielding monsters lose ATK and DEF, then no ATK or DEF will be lost during that damage calculation. This is different from cards like Number 2: Ninja Shadow Mosquito and Ninjitsu Art of Mosquito Marching which will continue to negate Hallucination Counter-wielding monsters' effects even when those 2 Mosquito cards are no longer face-up on the field.

The archetype's monsters would've been better off not having to remove any A-Counters to activate their effects.

19. Infernoid

This is an archetype of monsters that can't be normal summoned and must instead be special summoned by banishing other Infernoids, with the high level Infernoids being able to special summon from the hand or graveyard, the rest being summonable only from the hand, and Infernoid Decatron being the archetype's only normal summonable monster.

With no reliable in-archetype means of getting any significant number of Infernoids out of the deck and into the hand or graveyard in order to fuel the Infernoids' summoning requirement, players had to rely on That Grass Looks Greener, Left Arm Offering (for searching out said Grass), Reasoning, and Monster Gate, until Grass got banned on our May 2018 banlist, leaving players with just 3 of those 4 cards.

This was a massive problem because, when building an Infernoid deck, you usually run 2 to 3 copies of every main deck Infernoid monster while maxing out on Void Vanishment, Void Imagination, Void Feast, Left Arm Offering, Reasoning, and Monster Gate. Maxing out on main deck Infernoids maximizes your chances of milling a large number of them off of Reasoning or Monster Gate before you reach Decatron and then have to stop. Infernoids also want to run other cards to help with consistency such as Pot of Prosperity and One for One. This means your main deck size is gonna be well over 40 cards, if not 50, even though it'll then be harder to see your Left Arm Offerings, Reasoning, Void Imaginations, and Monster Gate as often as possible, especially with Reasoning and Monster Gate having been limited on the April 2016 and February 2022 banlists respectively.

In November 2023, Konami gave the OCG a level 1 Infernoid fusion who can not only mill 10 Infernoids into the graveyard by banishing a single copy of Infernoid Onuncu from it, but also search any Void spell/trap upon being either sent there or banished itself. In that same set, Infernoids also received a spell with a once-per-duel effect that could return up to 11 banished Infernoids to the graveyard. These two cards single-handedly made Infernoids able to compete in the OCG's meta, but have now made Infernoids a cheesy glass cannon deck that very easily wins if it resolves this level 1 fusion's mass milling effect or gets super lucky with either Reasoning or Monster Gate, and very easily loses if it doesn't.

As of January 2024, we in the TCG have no information on if or when we'll get these Infernoid cards, but even if we do, they're not as likely to make Infernoids competitively viable since Grass is still banned here, while it was merely semi-limited on the OCG's October 2018 banlist.

18. Dark Magician

From what I've heard, the Dark Magician archetype was at least a rogue contender at some points in the game's history, but this was only because of crazy powerful tech cards like Predaplant Verte Anaconda (for turboing out Red-Eyes Dark Dragoon) and Mystic Mine (for slowing all the meta decks down to Dark Magician's speed) which were banned on the May 2022 and December 2022 banlists respectively. Other than that, every card in the Dark Magician archetype except a select few is either too slow, too bricky, too situational, or all of these, with the other major issue being the archetype wanting the bricky Dark Magician and Dark Magician Girl in too many different places at once. Stuff like Bond Between Teacher and Student wanted Dark Magician on the field and wouldn't allow it to be anywhere else, Magician of Dark Illusion wanted Dark Magician in the graveyard and wouldn't allow it to be anywhere else, Magician Navigation wanted Dark Magician in the hand and wouldn't allow it to be anywhere else, while Dark Magic Curtain wanted Dark Magician in the deck and wouldn't allow it to be anywhere else.

Having your archetype revolve around not 1 but 2 bricky high level cards is bad enough, but the archetype's lack of location flexibility destroyed any remaining hope it had of being competitively viable.

Location flexibility is a term used in the workforce to describe an employee being able to choose and alternate between multiple locations to work from, such as working from either home or in a designated corporate office building of some sort. I like to use this term in yugioh to refer to how much an archetype that relies on some very specific card allows that card to exist in one of multiple locations, versus how picky that archetype is about where that specific card must be. For example, Palladium Oracle Mana is a highly location-flexible card, as its first effect can trigger from either the hand or graveyard, while its second effect can bring Dark Magician Girl out from either the hand, deck, or graveyard, making Palladium Oracle Mana not picky about where itself or Dark Magician Girl must be. The Dark Magician archetype needs more location-flexible cards like this. If an archetype's gonna be slow, and heavily reliant on a specific and super bricky card, said archetype can't afford to then be so picky and inconsistent about where that card must be.

17. Blue-Eyes

Blue-Eyes suffers the same problems as the Dark Magician archetype. It relies on a bricky vanilla yet is too picky and inconsistent about where said vanilla must be. Blue-Eyes however did see far more competitive play, especially in 2016 when the vast majority of players were playing decks that were either graveyard-reliant, pendulum-reliant, or both, making Blue-Eyes, or rather Blue-Eyes Spirit Dragon specifically, an amazing counter to these decks.

16. Mecha Phantom Beast

This archetype's gimmick is generating level 3 tokens in order to fuel various effects, with several of the main deck monsters themselves increasing their own levels by the combined levels of these tokens. This gimmick itself wasn't the issue but rather how it did an awful job synergizing with the archetype as a whole. The archetype also had a rank 7 yet still had several of its main deck members be level 3 and below. This meant Mecha Phantom Beast Kalgriffin and the level 4s were the only main deck members that could end up being used to make that rank 7, as the level 4s would increase their levels up to 7 with the presence of a token, while the level 3s on the other hand would only increase their levels to 6 with the presence of a token and would overshoot level 7 to go to level 9 with the presence of an additional token. The level 2 Mecha Phantom Beast O-Lion had no level-increasing effect, while the level 1 Mecha Phantom Beast Warbluran did but could only increase it by 1.

The levels 3 and below should've been level 4, while the level 9 Mecha Phantom Beast Jaculuslan synchro should've been a level 10 or 13. That way, a level 4 Mecha Phantom Beast tuner along with 1 or 2 tokens could make this, as the level 4 would become level 7 with one token, making 7 + 3 = level 10, or, the level 4 would become level 10 with two tokens, making 10 + 3 = level 13. Instead, the archetype was given awkward and nonsensical levels, severely damaging the synergy its cards might've had. It also didn't help that the archetype's spell and trap cards were pure garbage.

In a last ditch effort to fix this clunky cocked-up mess of an archetype, Konami gave the archetype the link monster Mecha Phantom Beast Auroradon, a link monster that the archetype itself couldn't even reliably bring out since the archetype struggled way too much to get 3 monsters out. So this link monster ended up banned on the May 2022 banlist due to excessive abuse in other archetypes and synergizing too well with Deskbot 001.

15. Zefra

This archetype went overboard with its negate-proof restrictions, and its cards have little to no synergy. It wants to make use of the ritual, fusion, synchro, xyz, and pendulum mechanics all at once yet lacks the means to reliably or consistently make use of at least 2 of them. Its synergy is also further ruined by their pendulum effects' restrictions conflicting with each other, resulting in them locking themselves out of each other's corresponding monsters. If you have, for example, Satellarknight Zefrathuban and Shaddoll Zefracore in your pendulum zones, Zefrathuban will lock you out of Shaddolls while Zefracore will lock you out of Tellarknights. This makes it unnecessarily difficult to incorporate consistency cards like Satellarknight Deneb, even though Tellarknights and Shaddolls are, lore-wise, supposed to be part of the same "alliance".

Zefra Metaltron is a garbage link monster. Requiring all 2+ materials to have been summoned from the extra deck turned out to be too strict for a summoning requirement. This summoning requirement is better for a link-4 such as Mekk-Knight Crusadia Avramax, because at least then, I can freely turn 4 monsters summoned from the hand, deck, or graveyard into 2+ monsters summoned from the extra deck by simply linking 2 of each of them off for link-2s.

Zefraath desperately needs an errata so its monster effect can function again. It tributes all monsters to special summon from the extra deck, but when you tribute away all of them including your link monsters, Zefraath will have to go to the extra monster zone, meaning it then can't even use its effect to give you an extra pendulum summon since that one and only available zone you could pendulum summon to is now taken up by Zefraath itself.

14. Arcana Force

Aside from maybe Arcana Force XXI - The World, every member of this archetype could get an errata that lets the player always manually choose which of their 2 effects to apply, and the archetype would still be utter garbage. Hell, that's exactly what happened with their Light Barrier field spell. That card let those monsters choose their effects without any coin toss and the archetype was still utter garbage. Arcana Force 0 - The Fool was the only Arcana Force card that saw some competitive play in early yugioh, and that was only because it had a bonus battle protection effect that didn't depend on any coin toss.

13. Harpie

I personally hated this archetype with a passion, and I still despise it more than the other poorly designed archetypes on this 30-archetype list. The Harpie archetype's got a 2000 ATK rank 4 with targeting protection (from both attacks and effects) and the ability to attack directly, a trap that can activate from the hand and completely shut down activated monster effects, 2 powerful backrow removal cards, a continuous spell letting them go +3 in card advantage, and the ability to spam level 7s for rank 7 plays, all of which were, when put together, too excessive at the time. Eventually we got more ways of dealing with target-immune monsters, thus weakening Harpie's Pet Phantasmal Dragon's power and influence. Also, decks became way, and I mean way, less dependent on backrow as the years went by, severely weakening Harpies' Hunting Ground's power and allowing Harpie's Feather Duster to finally get unbanned on the September 2020 banlist after being banned way back in 2004.

12. Assault Mode

The concept of using a trap card to "evolve" specific synchro monsters into more powerful versions is a cool and fun concept but was executed in an atrociously disastrous manner. First off, like the Dark Magician and Blue-Eyes archetypes, this archetype's main spell and trap cards lacked the location flexibility they desperately needed. The Assault Mode monsters themselves are complete bricks you never want to draw, because the archetype's main trap, Assault Mode Activate, requires those monsters to stay in the deck to special summon them, and has no option of letting you special summon them from the hand should you end up drawing them, meaning you had to either run 2 or 3 copies of the Assault Mode monster(s) you wanted to summon in order to maximize your chances of still having at least 1 of them in your deck by the time you were ready to play Assault Mode Activate, or run silly nonsense like Magical Mallet or Assault Teleport to try and get those bricks back in the deck where they belonged. Assault Teleport also desperately needed some location flexibility such as letting you choose from between the hand, field, graveyard, and face-up banished cards or something instead of only the hand, and it probably also needed to put said monster back on the bottom of the deck specifically, so you wouldn't have to worry about redrawing that same brick. Likewise, Assault Revival should've let you choose between the hand, field, and graveyard to banish from instead of letting you banish from only the graveyard, it should've been able to special summon any monster instead of only an Assault Mode monster, and Assault Slash's activation requirement should've let its required Assault Mode monster exist on the field, in the graveyard, or among the face-up banished cards, instead of only the field.

Konami didn't learn their lesson unfortunately, because in 2019 they made the same asinine decision, to give us Assault Mode Zero and Assault Reboot, again without any sort of location flexibility.

The second major problem with the archetype is about the Assault Mode monsters themselves. Their effects are meant to be much stronger versions of their synchro counterparts', but this is only the case with Stardust Dragon/Assault Mode. The rest of the Assault Mode monsters had either worse effects, or effects that were slightly better in one way but far worse in some other way.
  • Arcanite Magician/Assault Mode shouldn't have needed more than 1 spell counter for its effect like the original Arcanite Magician. Alternatively, if it was going to require 2 spell counters, its effect should've been a quick effect
  • Colossal Fighter/Assault Mode, the so-called upgrade of Colossal Fighter, turned out to be a completely worse version of it. Colossal Fighter could actually work with Armory Arm to create infinite damage combos, while its Assault Mode counterpart... merely milled a warrior or two from the deck while very slightly reducing monsters' ATK. I was hoping that, as an "upgrade" of Colossal Fighter, this Assault Mode monster would have the effect where if it's destroyed by any means, it could special summon a monster from either graveyard including itself, ignoring the summoning conditions. That way, Colossal Fighter would trigger only from battle destruction and wouldn't ignore summoning conditions, while this upgrade would get to trigger from either battle or effect destruction and would ignore summoning conditions
  • Doomkaiser Dragon/Assault Mode should've been able to special summon any monster(s) regardless of Type
  • Hyper Psychic Blaster/Assault Mode should've kept the ability to inflict piercing damage in addition to its effect, or maybe even had it upgraded to double piercing damage or something
  • Red Dragon Archfiend/Assault Mode is also worse than its synchro counterpart, as its battle phase effect destroys also your monsters instead of only opponents'
  • Assault Mode shouldn't have been given T.G. Halberd Cannon/Assault Mode. The Assault Mode archetype can't reliably or consistently bring out the tuner synchro and 2 non-tuner synchros needed to make the T.G. Halberd Cannon needed to make this. I suppose it can be sort of cheated out with Assault Reboot, but that still requires 4 specific cards minimum — the tuner and non-tuner for making one of the easier-to-make synchros, Assault Reboot, along with Assault Mode Activate. Plus, you'd also have to double the number of bricks you ran

Finally, something about Stardust Dragon/Assault Mode that pissed me off: It can technically be cheated out with A Wild Monster Appears, and, prior to 2019, it could use its on-field effect like normal then summon itself back in the end phase since it originally said:
This card cannot be Special Summoned except with its own effect or with "Assault Mode Activate".

However, in 2019, it got an errata changing that to "Must first be Special Summoned with "Assault Mode Activate" and cannot be Special Summoned by other ways except by its own effect."
This meant that combo no longer worked. It has to have first been properly summoned with Assault Mode Activate, or with one of those effects treating the summon as being done with Assault Mode Activate, before it could summon itself back from the graveyard. So despite the entire archetype being garbage already, Konami still felt the need to nerf it like this.

11. Red-Eyes

TheDuelLogs (one of the folks that inspired this list) already did a full video back in August 2023, explaining most of the Red-Eyes cards and their issues. The video's in his playlist I cited at the beginning of this thread, so I'll list a few more issues of my own with the archetype then move on:
  • Black Dragon's Chick and Hundred Eyes Dragon used to have Red-Eyes in their names before they were errata'd out, even though there was no harm in letting them keep Red-Eyes in their names since the former directly supported Red-Eyes anyway, while the latter never had anyone even attempt to play it in Red-Eyes
  • An archetype shouldn't have 2 different ritual monsters, with each of them having its own ritual spell that can't be used to also ritual summon the other
  • The archetype had no level 6 Archfiend normal monster it could use for Archfiend Black Skull Dragon, meaning it had to incorporate the bricky Summoned Skull or Beast of Talwar since those were given erratas treating them always as Archfiend cards. Dragon should've required that material to just be a level 6 Archfiend without requiring it to also be a vanilla on top of that

10. Artifact

Every card in this archetype ended up being complete garbage aside from Artifact Scythe, Artifact Moralltach, Artifact Sanctum, Artifact Durendal, and Artifact Dagda — cards that were massively more useful in completely separate archetypes and abused as part of various engines. Being able to trigger this archetype's special summoning and on-summon effects only on the opponent's turn instead of either player's turn also severely hurt.

The archetype benefitted off of the opponent destroying its set cards, but then opponents simply stopped destroying them, or continued to destroy them but only on the Artifact player's turn so as to not trigger any effects. So the archetype had to incorporate plenty of traps and quick-play spells it could use on the opponent's turn to destroy them, but this only drastically increased the archetype's tendency to brick, as players would then often open with Artifacts but not enough spell/trap cards they could use to destroy them, or open with spell/trap cards but not enough Artifacts to set and destroy. Good old Stardust Dragon was a generic and decent counter to Artifacts, as it not only could keep negating destruction effects every turn, making it harder for Artifacts to destroy their own cards, but also had enough ATK to beat over every Artifact in battle.

The archetype also has no reliable or consistent way of generating card advantage and replenishing resources. Artifact Caduceus can draw a card for every Artifact summon while itself is in the monster zone, but this is too slow, especially since it also has a completely unnecessary Highlander clause so you can't even combine multiple of them for multiple draws per summon.

9. Knightmare

Really liked this archetype's original names "Troymare" and "Destroymare". Instead we got "Knightmare" which is lame.

All 6 of this archetype's link monsters saw extreme varying amounts of competitive play in numerous archetypes, with 2 of them, Knightmare Goblin and Knightmare Mermaid, being banned on the September 2018 and October 2019 banlists respectively, and another 2 of them, Knightmare Phoenix and Knightmare Unicorn, both being huge staples right up until S:P Little Knight came and powercrept them both out of the meta. Knightmare Gryphon got Curious, the Lightsworn Dominion banned, while even Knightmare Cerberus, the least powerful and impactful of the bunch, was abused in extra link combos in the early Link era.

8. Raidraptor

Waaaay too many super high ATK easy-to-summon "unaffected by card effect" boss monsters. Waaaay too many easily-accessible Rank-Up-Magic spells. Waaaay too many different ranks of xyz monsters (13, 12, 10, 8, 7, 6, 5, 4, and 3). No common mechanic to keep the archetype together, so to make up for this they end up with... waaaay to many +es and specials from the deck.

7. Qli

This archetype gave birth to the popular nickname "Towers," which refers to, according to Yugipedia:
A boss monster with unusually strong protection, traditionally one that is unaffected by at least one major category of effects. Named after "Apoqliphort Towers", a monster that is unaffected by most card effects.

The archetype became all about turboing out this Towers and dominated the hell out of the game. Qliphort Scout got limited on the November 2015 banlist, which was the first time since Exodia's limbs' limitation that a vanilla was hit on the banlist. Apoqliphort Towers itself was banned on that same list. Players had to tech in freaking Number 52: Diamond Crab King just for dealing with the Towers, as that xyz monster could change its own ATK to match Towers's without said ATK being re-lowered by Towers's ATK-lowering effect.

Towers and Scout got unbanned on the September 2018 and July 2019 banlists respectively after Master Rule 4 killed the archetype for good. The archetype couldn't make use of any of the link monsters to open up zones since its pendulum cards all have a negate-proof restriction locking them out of special summoning outside-archetype monsters. The archetype did get a link monster in the form of Qliphort Genius but it was too awful to help the archetype in any way, so the card ended up being abused infinitely more in other machine archetypes.

6. Gem-Knight

This archetype is super infamous for 3 things: degenerate FTKs, the Brilliant Fusion engine, as well as the nickname "Garnet," which refers to, according to Yugipedia:
A card that is crucial to a Deck's strategy, but can become less useful, or even useless, when drawn into. Named after "Gem-Knight Garnet", a commonly played card played as a one-off in the "Brilliant Fusion" engine, who, if drawn into, disables "Brilliant Fusion".

Limiting Gem-Knight Master Diamond (one of the main cards used in the FTKs) on the May 2018 banlist did nothing, as players would simply summon it, use its effect, then return it back to the extra deck with Knightmare Unicorn so they could summon it back a second time and access the effect again.

Limiting Brilliant Fusion on the January 2020 banlist also did nothing, as players could search it by using Predaplant Ophrys Scorpio (which itself was searchable off of Lonefire Blossom) to fetch Predaplant Darlingtonia Cobra which could fetch this spell.

Banning the spell, on the January 2020 banlist, also did nothing, as players ended up... not really needing it for the FTKs anyway! https://www.youtube.com/watch?v=eJkdxFIGdhs

5. Spright

This archetype proved to be too strong the moment it came out. It got Ronintoadin banned on the October 2022 banlist, while Spright Elf was banned on the February 2023 list. Even then, the archetype still continues to be crazy strong, incorporating engines such as Adventurer, Runick, as well as the Nimble cards Nimble Angler and Nimble Beaver. Many other level 2s that saw absolutely no play in the game's history suddenly started being abused like crazy thanks to Gigantic Spright, such as Sonic Jammer. Players can 1-card combo off of Superheavy Samurai Prodigy Wakaushi, end on Gigantic Spright, Baronne De Fleur, and Wind-Up Zenmaister, use Gigantic Spright's effect to fetch the Sonic Jammer, then use Zenmaister to double-flip the Sonic Jammer and lock the opponent out of spells. https://www.youtube.com/watch?v=iBqBhavMCDw

Lastly, not only did the archetype barely do any deck-to-hand searching, but Gigantic Spright can also be very easily and consistently made before the archetype's 5th summon, as well as lock both players out of summoning non-level 2 monsters for the turn, allowing the archetype to ignore two of the most powerful hand traps in the game, Droll & Lock Bird and Nibiru, the Primal Being.

4. Madolche

Futuregamer already summed up in his blog post — the one I cited at the start of this thread — what makes Madolche such a poorly designed archetype, and I have nothing else to add to that at this time... so... on to (dis)honorable mentions and the last 3 archetypes on the list!

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Post #2 by Christen57 » Wed Dec 27, 2023 4:32 am

(Dis)honorable mentions

Buster Blader

Has an unnecessarily strenuous time getting any combos going due to having no way of quickly accessing Buster Blader or Buster Blader, the Destruction Swordmaster.
Buster Whelp of the Destruction Swordsman has a search effect, and can tribute itself to special summon a Buster Blader from the hand, but it can't search Buster Blader because Konami for some reason decided to only let it search Destruction Sword cards. So it could search Destruction Swordmaster, but wouldn't be able special summon that since Swordmaster only treated itself as Buster Blader on the field and graveyard, not also in the hand. It also didn't help that Buster Whelp had to be specifically normal summoned to get its search effect, meaning you couldn't easily splash in tech cards like Goblindbergh, Red Resonator, or Marauding Captain in order to help put multiple monsters onto the field for starting combos, because Buster Whelp wanted to hog that normal summon.

The archetype also has an extremely hard time fusion summoning despite having a reusable fusion spell along with 2 semi-decent fusions: Buster Blader, the Dragon Destroyer Swordsman and Dark Paladin. This is because Paladin requires another brick in addition to the already very bricky Buster Blader, in the form of Dark Magician, while Destroyer required Buster Blader as one of its materials instead of letting any Buster Blader monster be used, meaning Swordmaster couldn't be used from the hand since it, once again, didn't treat itself as Buster Blader there. This means Swordmaster horrendously sucked at being a Buster Blader substitute, even though that's exactly what it was intended to do.

Also, fusion substitute monsters such as King of the Swamp won't work with Destruction Swordsman Fusion, as that spell requires a monster named Buster Blader as one of the materials, such as the actual Buster Blader, or a monster directly copying Buster Blader's name such as an on-field Swordmaster.

The archetype got a link-2 in the form of Protector Whelp of the Destruction Swordsman which could special summon any Buster Blader monster in hand. However, even that was difficult for the archetype to consistently make due to the archetype's tendency to brick, and difficulty in putting two materials on the field, due to Buster Whelp's abnormally low synergy with the archetype.

The archetype needs to open with a minimum of 3 or 4 specific and difficult-to-access cards to start any combo, and desperately wants to end on either its synchro and fusion, its fusion and a dragon-declared DNA Surgery, or its synchro and a Dragon Buster-equipped Buster Blader monster, but severely lacks the resources or consistency needed to reliably accomplish any of these. Also, these two monsters — Buster Dragon and Destroyer — each were useless without the other, with the only exception being when going up against an actual dragon deck, but that's super unlikely as there are also at least 20 other monster types in the game to worry about. So, get rid of Buster Dragon, and your monsters are no longer forced into the Dragon-Type, meaning Destroyer no longer shut them down. Get rid of Destroyer, and Buster Dragon becomes a mere 2800-DEF sitting duck.

Destroyer also can't attack directly. Instead it relies on piercing damage to deal damage, meaning opponents could sometimes get away with not putting any monsters on the field and instead biding their time until they draw an out to one of the Buster Blader player's monsters, which is actually what I sometimes did back in the day when going up against this archetype.

Dragon Buster Destruction Sword ended up getting banned because various archetypes were abusing the generic link-2 Union Carrier to equip their monsters with Dragon Buster to lock opponents out the extra deck, meaning even stuff like Dark Ruler No More couldn't fully help break boards, since Dragon Buster being an equip card made it unaffected by it.

After Dragon Buster's ban, Dragon Buster and Union Carrier switched places immediately on the subsequent banlist, with Dragon Buster coming back to 3 and Union Carrier being banned in its place.

This archetype being here in (dis)honorable mentions, instead of the main list, is only due to a technicality issue. I originally planned to put this archetype as #14 on the list while Arcana Force would instead be here in (dis)honorable mentions, but this lengthy explanation of the Buster Blader archetype caused the entire "First 27 archetypes on the list" section to exceed 60,000 characters — the limit that the duelingbook forum currently imposes on each post. So to get that entire section back under the limit, I had to replace one of those 27 archetypes with a different archetype that had a much shorter explanation. The archetype I decided to remove from that section ended up being Buster Blader, while the archetype I decided to put in its place ended up being Arcana Force.

Ghoti

Had to personally try out and test this archetype myself when writing this, since I couldn't find anyone bothering to give it a try when it first came out. Its synchros and traps are all garbage, especially Ghoti of the Deep Beyond which would've made a decent boss monster if its on-summon effect could trigger on either player's turn instead of just the opponent's. The archetype also relies so heavily on Superancient Deepsea King Coelacanth for initiating combos that I had to max out on the gimmicky Small World in order to increase my chances of seeing it. This spell could search it by banishing any Ghoti monster (or other low-leveled water fish) in the hand along with a Gameciel from the deck, while drawing the Gameciel itself didn't really hurt since it would just then still provide free monster removal. Plus, it synergizes with the archetype due to being water-attribute.

The Ghoti archetype also, from what I've heard, can't handle any sort of interruption or hand trap, which makes sense. If Coelacanth gets stopped, their turn is over, and that monster's effect that protects itself from targeting is gonna be useless most of the time due to requiring the tribute of a separate fish that the archetype just won't immediately have available most of the time.

Guardian

By Guardian, I'm referring not to "Gate Guardian" but to these monsters that each require some very specific equip spell(s) face-up on the field before they themselves can be summoned:

The archetype has a searcher in the form of Arsenal Summoner, but it's absolute garbage, and I find it super funny that it excludes five other specific but also garbage cards from its search even though players would never search those cards regardless.

The archetype itself literally cannot function. Its monsters need the appropriate equip spells face-up on the field to be summoned, but equip spells require face-up monsters present on the field in order to exist on the field themselves. This makes literally all 6 of these monsters bricks.

No archetype in yugioh is more trash than Guardian. The only reason Guardian is here in (dis)honorable mentions, even though I did say I'd only consider putting an archetype on either the First 27, (dis)honorable mention, or Last 3 section if it was on yugiohcardguide's archetype page, is because this is one of the two archetypes I decided to make an exception for. It's that bad. I just had to include it somewhere here. Think about that. Guardian is so bad and forgettable that it isn't even on yugiohcardguide, while other forgettable trash such as Doodle Beasts and War Rocks were given a spotlight on that site.

Herald

By Herald, I mean the Fairy-Type ones, not "Heraldic Beast" or "Heraldry".

Herald of Perfection and Herald of Ultimateness are the most poorly designed ritual monsters in the game due to their effects not being once per turn or even once per chain. The archetype is also directly responsible for getting Eva banned on the February 2022 banlist, as players relentlessly abused these 3 cards together in Drytron.

Like Guardian, I made an exception for Herald since that too wasn't on yugiohcardguide.

Ojama

Another archetype that's not just bad but forced to stay bad, all because of how unhealthy and degenerate locking out zones with stuff like Ojama King and Ojama Knight is.

Predaplant

This archetype's cards saw massively more play and abuse in other archetypes than in this one, with Predaplant Verte Anaconda seeing the most abuse as it could cheat out Red-Eyes Dark Dragoon and Destiny HERO - Destroyer Phoenix Enforcer. Predaplant Ophrys Scorpio and Predaplant Darlingtonia Cobra got Brilliant Fusion banned, while Predaplant Dragostapelia makes a nice Super Polymerization target in many decks.

The Predator Counter mechanic failed the archetype for the same reason the A-Counter, Fog Counter, and Venom Counter mechanics failed their respective archetypes — generating these counters was too tedious, these counters were too weak, and these counters were too easy for opponents to remove from cards by simply using them as tribute or material for a summon. Dragostapelia was the only relevant card that made use of Predator Counters and benefitted from them, as it had a quick effect to put them on monsters along with a continuous effect negating effects of such counter-wielding monsters.

Simorgh

All cards in this archetype are garbage except for Dark Simorgh, Simorgh, Bird of Perfection, and Simorgh, Bird of Sovereignty, and even then, these 3 cards as far as I can remember were being played never in Simorgh but rather in other archetypes. Sovereignty's summoning requirement was also laughable since players could simply use Reprodocus to make their third monster winged beast, making Sovereignty splashable even in archetypes that weren't winged beast. Perfection and Dark are decent side deck options in Floowandereeze, which can easily search and summon them. Dark even combos nicely with Anti-Spell Fragrance, locking opponents out of spells and traps since Dark prevents setting while Fragrance prevents non-set spells from activating.

Solfachord

I had hoped Konami would learn their lesson with Abyss Actors, but nope! They went and pulled the same nonsense for the second time, which was giving us a pendulum summon-focused pendulum archetype with its levels and pendulum scales all over the place. At least this time they didn't include any stupid xeno-locks like they did with Abyss Actor. Other than that, none of Solfachord's main deck cards are powerful enough to warrant their hard once per turn restrictions, even though all of them were given that restriction. Some of them would still need a soft once per turn such as the field spell and some of their monsters, but definitely not hard once per turn.

Now Konami will have to fix the archetype the same way they "fixed" Abyss Actor and Madolche — by giving it a bunch of crazy and easy-to-access draw / search / special from deck cards/effects.

Worm

Every time I look at this "archetype" I keep asking myself "Is this really an archetype, or just a lazy mishmash of monsters, with completely random effects thrown together, that just HAPPEN to share the word Worm in their names?"
These cards have zero common mechanic, the overwhelming majority of them neither synergize with nor even mention Worms, and the very few of this archetype's cards that do happen to synergize in some way are too slow.

Last 3 archetypes on the list

3. Zoodiac

The archetype that broke the xyz mechanic to the point where not only did 3 of its cards get banned and are still banned as of January 2024, but several other cards got hit as well. Zoodiac Ratpier was semi-limited on the very first banlist after it came out, then limited literally 2 banlists later.
Elder Entity Norden, Speedroid Terrortop, Daigusto Emeral, Grandsoil the Elemental Lord, and Lunalight Tiger... all hit because of Zoodiac, with Grandsoil getting an errata shortly after while the rest remain on the banlist as of January 2024.

The saddest part is, what made Zoodiac truly dominant and oppressive during mid 2017 weren't even its powerhouse cards like Zoodiac Drident and Zoodiac Broadbull but rather Master Rule 4 itself. Despite Zoodiac's power and consistency, the archetype didn't have a great matchup against the strongest pendulum decks at the time such as D/D, Odd-Eyes Performapal, and Magician. Pendulums in general didn't give a flying fuck about Drident destroying their cards since, well, their pendulums destroyed could be pendulum summoned back like nothing happened. Pendulums could also get away with running cards like Lava Golem as an easy board-breaker. The card takes away their normal summon, sure, but pendulums barely cared about normal summoning since, again, they could just pendulum summon their monsters instead of normal summoning them. Odd-Eyes Persona Dragon could also come in handy since it can quick effect negate effects of monsters summoned from the extra deck, which Zoodiac relies on. Plus, not only is it not a hard once per turn, so controlling multiple copies of it meant multiple negates, but it's searchable with Performapal Skullcrobat Joker and Sky Iris.
Zoodiac could try to end on both Drident, and a Hammerkong to protect the Drident from targeting, but that required Zoodiac to go first. Plus, at least one of these xyz monsters would almost always be stuck with 0 ATK and DEF since the Zoodiac xyz monsters had question mark ATK and DEF, which would translate to 0 ATK and DEF on the field. So Pendulums could usually beat over the Zoodiacs in battle due to having access to higher ATK than Zoodiac's main deck monsters'. In addition, pendulums with any scale 8 or higher, such as the Odd-Eyes archetype which had not 1 but 2 searchable restriction-free scale 8s in the form of Performapal Odd-Eyes Unicorn and Odd-Eyes Mirage Dragon, could splash in Mist Valley Apex Avian, which could be pendulum summoned and returned to the hand over and over, to keep negating the Zoodiac cards' effect activations.

Pendulum Magician also had Pendulum Call which not only searched scales but protected them for 2 turns so Drident couldn't destroy them, and even when they didn't open with Pendulum Call, it hardly mattered since some of their cards had effects that could trigger off of being destroyed. Purple Poison Magician could be normal summoned to try and beat over one of the Zoodiac monsters in battle, and if Drident destroyed Purple Poison Magician, Purple Poison Magician's effect could take one of Zoodiac's cards down with it, thus punishing the Zoodiac player. Then Purple Poison Magician could be pendulum summoned back that same turn to try and trigger its effect again, since it wasn't a hard once per turn.

Aside from pendulums, Infernoid also helped keep Zoodiac in check, as not only did that archetype also barely care about getting its cards destroyed by Drident, but some of its monsters could chain their effects to Drident and banish Zoodiac's graveyard cards. Also, Infernoid Onuncu could wipe monsters off the field upon its own summon, taking Drident and any other Zoodiac monster on the field down with it, while Infernoid Devyaty could quick effect negate Zoodiac monster effect activations.

True King Dinosaur, and Atlantean Mermail, also gave Zoodiac a hard time. Miscellaneousaurus could activate its effect in the hand to protect dinosaurs from Drident's effect for the turn and was searchable with Fossil Dig, while Atlantean Heavy Infantry and Atlantean Marksman helped Mermail dismantle Zoodiac boards.

Master Rule 4, however, severely nerfed Pendulum Magician and True King Dinosaur, while rendering Atlantean Mermail and the the rest of the pendulum archetypes unplayable. That Grass Looks Greener was limited on the final banlist prior to Master Rule 4, meaning Infernoid was also heavily nerfed. All these nerfs and hits to Zoodiac's checks paved the way for Zoodiac to become brutally oppressive and overpowering, as they themselves were unaffected by Master Rule 4, especially due to receiving Missus Radiant in the very first Master Rule 4 core booster, allowing them to effortlessly unlock 2 zones for their xyz monsters. The archetype's reign of terror was finally and swiftly brought to an end on the September 2017 banlist, with Drident and Broadbull getting banned and Ratpier getting limited.

2. Amorphage

I already covered in a separate thread why Amorphage is such a badly designed archetype, and have nothing else to add to that at this time: https://forum.duelingbook.com/viewtopic.php?f=23&t=16841

so with that, on to the number 1 archetype on this list!

1. Tearlaments

There is simply no archetype that deserves the #1 spot on this list as much as this one, especially when Tearlaments Havnis has become, and still remains, THE most poorly designed Aqua-Type monster in the game. This monster allows Tearlaments to start combo'ing off on turn zero, meaning on the Tearlaments player's opponents' first turn when said Tearlaments player was going second. No other archetype in the game's history is capable of disregarding rock-paper-scissors even after losing said rock-paper-scissors.

Konami dedicated not one but two banlists to curbing Tearlaments's power — The December 2022 and February 2023 banlists. On the December 2022 banlist, Curious was banned, Herald of Orange Light was limited, while Tellarknight Ptolemaeus, Dimensional Fissure, Macro Cosmos, and Metaverse went to 3, all to try and nerf Tearlaments as well as give decks more cards to help deal with them. Konami themselves even confirmed this in their blog: https://yugiohblog.konami.com/2022/12/the-new-forbidden-limited-list-is-in-effect-for-ycs-remote-duel/

Ptolemaeus could cheat out Stellarknight Constellar Diamond, a rank 5 that could theoretically shut down Tearlaments since they relied on milling cards and using dark monster effects, which Diamond could prevent and negate respectively. Metaverse, despite being unbanned mainly because Mystic Mine was being banned on that same banlist, was also a card that could come in handy against Tearlaments since it could activate Necrovalley straight from the deck — a field spell preventing graveyard banishing, and negating effects that moved cards out of the graveyard.

All these cards Konami hoped would help keep Tearlaments in check ended up proving to be utterly ineffective and unreliable at doing so.
  • Ptolemaeus's summoning effect required 3 materials instead of just 1 or 2, making it too tedious for the meta decks to access. It could still be summoned with only 2 materials while Diamond allowed itself to still be xyz summoned on top, but only during Main Phase 2, meaning the Tearlaments player would still have at least 1 full turn to combo off and assemble disruptions before that could happen
  • Macro, Fissure, and Necrovalley seemed like better options, especially with Necrovalley having not 1, not 2, but 3 different accessible searchers: Metaverse, Terraforming, and Gravekeeper's Commandant. However, these floodgates had their own major issue which was that they also affected the player playing them, meaning if you ran these cards, you needed to not be playing a graveyard-reliant deck yourself
  • Macro also needed to first be set for a turn due to being a trap, which often made it too slow against Tearlaments. Plus, it could be negated by Tearlaments Rulkallos since it technically includes a special summoning effect
  • Fissure was probably the least effective of the 3 at stopping Tearlaments since it only affects monsters, meaning Tearlaments could still mill their spell and trap cards and trigger some graveyard effects
  • Fissure and Macro were also unsearchable. This means the banning of Curious actually did more to help Tearlaments than hurt them, because even though its banning meant Tearlaments could no longer use it, it also meant it couldn't be used against Tearlaments either. Otherwise, decks would've been able to use it along with Knightmare Gryphon in order to have a consistent and reliable means of fetching Macro to help stop Tearlaments
  • Lastly, Tearlaments also had not 1, not 2, but 3 accessible in-archetype main deck tools to help deal with these floodgates: Tearlaments Heartbeat for dealing with Macro, Fissure, and Necrovalley, Tearlaments Sulliek for dealing with either of those Tellarknight monsters, and finally an omni-negate in the form of Tearlaments Cryme

It might've seemed like a good idea to play some of these floodgates in Floowandereeze, which was and still is another strong meta contender. After all, Floowandereeze has almost zero reliance on the graveyard, so a Macro would hardly affect them while still affecting Tearlaments.
However, as someone who's been playing Floowandereeze competitively for a year now, if not longer, I can confirm that Floowandereeze doesn't actually want to run any of these floodgates except maybe as a side deck option, and that's a big maybe. Running any Tellarknight monster was out of the question since Floowandereeze locked itself out of special summoning, doesn't really have use for level 4s to begin with outside of the now-banned Barrier Statue of the Stormwinds, and even then, would never use that monster for any sort of extra deck play when it could just be kept on the field locking Tearlaments out of special summoning their dark and water monsters.

Necrovalley is also incompatible with Floowandereeze since it conflicts with:

Even with Stormwinds banned, Floowandereeze still has better alternatives to Macro and Fissure that it can consider, not necessarily against Tearlaments but in general:

With that said, Konami finally went after Tearlaments hard, on the February 2023 banlist, hitting a whopping 8 cards!
  1. Tearlaments Kitkallos to 0
  2. Agido the Ancient Sentinel to 1
  3. Kelbek the Ancient Vanguard to 1
  4. Keldo the Sacred Protector to 1
  5. Mudora the Sword Oracle to 1
  6. Tearlaments Havnis to 1
  7. Tearlaments Merrli to 1
  8. Tearlaments Scheiren to 1

Not even full power PePe — a deck so overwhelmingly dominant back in Master Rule 3 that Konami had to put out an emergency banlist — had this many cards hit on a single banlist to try and curb its power.

After 3 depressing and agonizing months of Tearlaments ruling the game with an iron fist, their reign had finally come to an end...


...or so we thought.

Tearlaments continued to get dozens of local, regional, and WCQ first place victories despite having not only 4 cards coming off one banlist to try and counter it, but 8 hits to the archetype itself on the subsequent banlist. Again, I don't know of any other archetype with 40+ tops in a single year despite having multiple of its cards on the banlist.

After 10 more months of Tearlaments terrorizing the meta and reigning supreme, Konami once again, for the third time, set out to curb Tearlaments. This time they banned Agido and Kelbek outright, also known as the "millers"... which finally seems to have done the trick, as I've been watching duels, where players have begun already playing under the January 2024 banlist several days early, and... let's just say Tearlaments is a helluva lot slower now without Agido and Kelbek.

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Post #3 by james123 » Wed Dec 27, 2023 11:56 pm

What about Kashtira (for turning Banishing face-down into an Archetype and Responsible for Arise-Heart and Diablosis's Ban), Horus the Black Flame Dragon, and Numeron

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Post #4 by Christen57 » Thu Dec 28, 2023 3:31 pm

james123 wrote:What about Kashtira (for turning Banishing face-down into an Archetype and Responsible for Arise-Heart and Diablosis's Ban), Horus the Black Flame Dragon, and Numeron


I decided not to include Kashtira because I believe Kashtira Shangri-Ira was the only major problem with that archetype, not necessarily Arise-Heart or Diablosis. Konami simply decided to hit those latter 2 cards instead.

Similarly, Numeron and Horus the Black Flame Dragon each only have 1 poorly designed card which are Numeron Calling and Horus the Black Flame Dragon LV8 respectively.

I specified that an archetype must have at least 2 horribly designed cards to have a chance at being included, and not just 1. Many problematic archetypes are each only problematic because of 1 specific card in them and nothing else.

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Post #5 by greg503 » Fri Dec 29, 2023 4:24 am

Christen57 wrote:
james123 wrote:What about Kashtira (for turning Banishing face-down into an Archetype and Responsible for Arise-Heart and Diablosis's Ban), Horus the Black Flame Dragon, and Numeron


I decided not to include Kashtira because I believe Kashtira Shangri-Ira was the only major problem with that archetype, not necessarily Arise-Heart or Diablosis. Konami simply decided to hit those latter 2 cards instead.

Similarly, Numeron and Horus the Black Flame Dragon each only have 1 poorly designed card which are Numeron Calling and Horus the Black Flame Dragon LV8 respectively.

I specified that an archetype must have at least 2 horribly designed cards to have a chance at being included, and not just 1. Many problematic archetypes are each only problematic because of 1 specific card in them and nothing else.

Isn't Neos as a whole a poorly designed archtype. I mean, they forgot to give Air Hummingbird a contact fusion.
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Post #6 by james123 » Fri Dec 29, 2023 3:41 pm

greg503 wrote:
Christen57 wrote:
james123 wrote:What about Kashtira (for turning Banishing face-down into an Archetype and Responsible for Arise-Heart and Diablosis's Ban), Horus the Black Flame Dragon, and Numeron


I decided not to include Kashtira because I believe Kashtira Shangri-Ira was the only major problem with that archetype, not necessarily Arise-Heart or Diablosis. Konami simply decided to hit those latter 2 cards instead.

Similarly, Numeron and Horus the Black Flame Dragon each only have 1 poorly designed card which are Numeron Calling and Horus the Black Flame Dragon LV8 respectively.

I specified that an archetype must have at least 2 horribly designed cards to have a chance at being included, and not just 1. Many problematic archetypes are each only problematic because of 1 specific card in them and nothing else.

Isn't Neos as a whole a poorly designed archtype. I mean, they forgot to give Air Hummingbird a contact fusion.

Actually, They Did

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Post #7 by Christen57 » Fri Dec 29, 2023 3:43 pm

greg503 wrote:
Christen57 wrote:
james123 wrote:What about Kashtira (for turning Banishing face-down into an Archetype and Responsible for Arise-Heart and Diablosis's Ban), Horus the Black Flame Dragon, and Numeron


I decided not to include Kashtira because I believe Kashtira Shangri-Ira was the only major problem with that archetype, not necessarily Arise-Heart or Diablosis. Konami simply decided to hit those latter 2 cards instead.

Similarly, Numeron and Horus the Black Flame Dragon each only have 1 poorly designed card which are Numeron Calling and Horus the Black Flame Dragon LV8 respectively.

I specified that an archetype must have at least 2 horribly designed cards to have a chance at being included, and not just 1. Many problematic archetypes are each only problematic because of 1 specific card in them and nothing else.

Isn't Neos as a whole a poorly designed archtype. I mean, they forgot to give Air Hummingbird a contact fusion.


For this list, I decided to treat Elemental HERO, Destiny HERO, Evil HERO, Vision HERO, Masked HERO, Xtra HERO, and Neos all as one archetype since they're all either sub-archetypes of HERO or direct HERO support, with the only exception being Darkness Neosphere.

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Post #8 by greg503 » Fri Dec 29, 2023 9:35 pm

james123 wrote:
greg503 wrote:
Christen57 wrote:
I decided not to include Kashtira because I believe Kashtira Shangri-Ira was the only major problem with that archetype, not necessarily Arise-Heart or Diablosis. Konami simply decided to hit those latter 2 cards instead.

Similarly, Numeron and Horus the Black Flame Dragon each only have 1 poorly designed card which are Numeron Calling and Horus the Black Flame Dragon LV8 respectively.

I specified that an archetype must have at least 2 horribly designed cards to have a chance at being included, and not just 1. Many problematic archetypes are each only problematic because of 1 specific card in them and nothing else.

Isn't Neos as a whole a poorly designed archtype. I mean, they forgot to give Air Hummingbird a contact fusion.

Actually, They Did

Looks like a custom card to me, I mean, it isn't even on Master Duel. Also, it's effect clashes with Air Hummingbird's Life Gain.
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Post #9 by james123 » Sat Dec 30, 2023 3:39 pm

greg503 wrote:
james123 wrote:
greg503 wrote:Isn't Neos as a whole a poorly designed archtype. I mean, they forgot to give Air Hummingbird a contact fusion.

Actually, They Did

Looks like a custom card to me, I mean, it isn't even on Master Duel. Also, it's effect clashes with Air Hummingbird's Life Gain.

No offense, but It's a Real card you know

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Post #10 by greg503 » Sat Dec 30, 2023 4:04 pm

james123 wrote:
greg503 wrote:
james123 wrote:Actually, They Did

Looks like a custom card to me, I mean, it isn't even on Master Duel. Also, it's effect clashes with Air Hummingbird's Life Gain.

No offense, but It's a Real card you know

All right, one time not getting the sarcasm in writing is expected, but now you're just not getting the joke.
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Post #11 by LimpBizkit4real » Mon Jan 01, 2024 10:32 pm

Where me?
Hehe :mrgreen:

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Post #12 by james123 » Tue Jan 02, 2024 4:20 am

LimpBizkit4real wrote:Where me?

There's no place for Fake Archetypes like you


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