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Yu-Gi-Oh Cards: The Good, Bad and Meh (Page 10)

 

Archfiends: Checkmate to Itself
The chess pieces made into cards really had some terrible downsides. They all had costs to stay on the field and several had gamble effects that were only 50-50. Terrorking and Shadowknight were also awful beatsticks akin to Goblin Attack Force. The only thing holding the Deck together was a Field Spell that applied to both players, and largely only negated the cost to keep them out. Not having the cost would've made them more of a threat in my eyes and more worth their rarities, but while the costs aren't much, they do take away the fear factor if you're the opponent.
Five-Headed Dragon: Outlasts Them All
It's not every day you find a monster with stats as high as this one, especially without side-effects. Five-Headed Dragon is a Fusion that uses any 5 Dragons as material. Once out, it can't be destroyed in battle by monsters of virtually any Attribute and its stats make that hard even for ones of LIGHT. It can't be Special Summoned later, but that's okay when there's no major side-effects once on the field and it's easy to bring out another one if necessary. Definitely much better than it was in the anime as a Ritual.
Magical Hats: The Short Party
Rebranded as a Trap Card from the anime and somewhat more versatile, but became pretty complicated due to its modified effects. It also does little for the cards chosen. Consequently, the chosen Spells and Traps are gone after the Battle Phase, making them largely wasted. Now if they effect lasted more than 1 turn and allowed you to apply effects of the Set Spell or Trap Card that was attacked, I think it'd be a pretty viable strategy. In the very least, it would've been better either as a Spell Card like in the anime or to last multiple turns without any bonuses. It's not exactly the best party trick available.