No matter how much Kaiba might have loved it, Blue-Eyes White Dragon has nothing on these guys. The game of Yu-Gi-Oh has always largely been centered around monsters, but never more than in the game’s modern era. Monsters are capable of doing the majority of the heavy lifting in a player’s deck, from summoning other monsters to destroying parts of the opposing player’s field, and even occasionally drawing cards.

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That said, this list is devoted to all of the most powerful monsters in Yu-Gi-Oh history. As such it’s not restricted to any specific era, so expect to see quite a few banned cards on the list.

10 PSY-FRAMELORD Omega

Quick effects are evil and don’t be fooled into thinking anything else. Somehow, Konami got the bright idea to think up a monster which could be summoned by any deck that could summon Synchro Monsters (nearly all of them), and could use its effect to snatch a card from the opponent’s hand during their turn.

This not only takes away valuable resources from the opponent but makes this card virtually impossible to kill. It can chain itself to monster effects or trap cards unless it’s the battle phase, but no one even uses battle phase traps anymore, so it is effectively invincible. Konami wound up slotting this card as rank 1 on both sides of the ocean because everyone noticed how absurd it was.

9 TRISHULA, DRAGON OF THE ICE BARRIER

The Ice Barrier boss monsters were never as good in their own deck as they were in an actual meta deck. Though he wasn’t seen quite as often as his little brother Brionac, Trishula was a devastating monster. Arguably, he was even well-designed as he required no fewer than three monsters to place on the field.

For such a small cost, Trishula could cause an opponent to lose anywhere from one to three cards depending on the current game state. Furthermore, he was a beefy monster that was hard to get rid of with key pieces of the strategy now missing.

8 YATA-GARASU

Yata-Garasu, or “Yata” as it’s more commonly called, looks like an innocent enough monster. It’s monster that has a good effect in making an opponent skip their draw phase, but it has such little attack at only 200 that someone less experienced might believe there’s no way to ever use its effect.

However, Yata was actually part of a terrifying combo deck called the “Yata Lock,” which caused players to skip their draw phase for multiple turns. In a game where drawing cards is pretty much the primary resource, especially during Yata’s heyday, this was dooming an opponent to an automatic loss.

7 VICTORY DRAGON

Cards like Victory Dragon are printed fairly frequently now, usually as prize cards for winning a Yu-Gi-Oh Championship Series tournament. These days, they all have an identical effect on them: “This card cannot be used in a duel.” It’s completely understandable too. Competitive matches are best out of three.

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So, picture this: A player won game one of a series and things have advanced to game 2. Things are looking sketchy for them, but they still have Game 3. Suddenly, their opponent summons Victory Dragon and attacks to win the game. They’ve now won Game 2 and the match, making Game 3 irrelevant. Gross, right?

6 DARK ARMED DRAGON

Dark Armed Dragon has been legal at only a single copy for almost a decade now. It seems like the kind of card that would be easy to mess up summoning—after all, it requires exactly three DARK type monsters in the graveyard to summon. Given the massive card library, players figured out ways to make three DARK monsters a consistent condition, leading to Dark Armed Dragon being the lead boss monster of the deck “Tele-DAD.”

Once the card was easily summoned, it meant that a monster with 2800 ATK capable of obliterating three cards on an opponent’s field could pop up at any moment.

5 TELLARKNIGHT PTOLEMAEUS

Even if this card did not cause trouble when it was initially made, it was only a matter of time before it could. Ptolemaeus granted Rank 4 XYZ decks the ability to summon Rank 5 monsters, which offered them a level of versatility they really didn’t need.

Even worse, it allowed access to Cyber Dragon Nova, which would turn into Cyber Dragon Infinity. Infinity allowed players free negation on either player’s turn and could steal the biggest monster on the field to fuel its effect. This was a powerful effect that offered a much-needed boost to Machine decks...until Ptolemaeus stole that and gave access to it in every deck. No wonder they got rid of it.

4 NUMBER 16: SHOCK MASTER

When it was released, Shock Master felt like an annoying card, but not necessarily one that was invincible. As the XYZ format went on and Konami started printing decks that could spit out multiple Level 4 monsters in a single turn, things got more and more absurd.

It was bad enough when a single copy could be summoned and shut the opponent’s ability to use monsters, spells, or traps. It was much worse when decks could summon three in a single turn, forcing their opponents to basically skip their turn because they literally could not play. Though it’s easier to get rid of now, Konami still hasn’t brought it up from 0.

3 CHAOS EMPEROR DRAGON - ENVOY OF THE END

Chaos Emperor Dragon used to be the most feared monster in Yu-Gi-Oh! Back in the days before a player could negate its effect with a hand trap, Chaos Emperor could come out on the field, send everything to the graveyard and burn the opponent for thousands of points of damage.

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Afterward, a player could still summon Yata-Garasu and attack to force the opponent to skip their turn. This card is a large part of why the forbidden list exists at all, which should indicate how powerful it is.

2 DRAGON RULERS

This is cheating a little bit, but yes. All four of them. Sometimes with Konami, it’s hard to tell if what they’re doing is deliberate or purposefully disgusting. The Dragon Rulers were a set of Level 7 monsters which were easily summoned thanks to an identical cost (banish two Dragon-Type or monsters matching the element), that came with either incredible attack or defense.

Working in tandem with the mini-Dragon Rulers and some old Dragon support, they became one of the most overpowered decks of all time. They were capable of everything, from card draw to dropping giant monsters and summoning big boss monsters like Big Eye and Dracossack. Konami eventually had to ban all of them except one, and even that one (Tempest) is limited to a single copy.

1 MASTER PEACE, THE TRUE DRACOSLAYING KING

Many of the cards on this list were bad ideas in hindsight, became problematic once other cards were printed, or solely because of the existence of another card. Master Peace was a bad idea on printing, because of itself.

The True Draco deck is built around summoning monsters by tributing spells and/or traps, and Master Peace is a monster that can gain immunity to effects based on what was tributed to summon him. In ideal conditions, he can be immune to every possible effect, meaning he can only be killed with a monster with 3000 ATK or more. To make matters worse, if a player summons a monster that big...or tries to...it can blow it up with its other effect.

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