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Yu-Gi-Oh Cards: The Good, Bad and Meh (Page 1)

 

Last Turn: The Big Dud
Last Turn is a Trap Card that became infamous over the years due to the opponent being able to Special Summon a monster that could block the card player's Special Summons.  However, Last Turn comes down to two scenarios:
1.
Player using it wins with 1000 or less LP.
2.
Opponent wins anyway.
So why does the opponent get a free Special Summon when they already have an advantage over the player using Last Turn? It should be the other way around. I could see why it'd get banned if LP was required to be even or nearly so considering it's a quick turnaround, but 1000 or less LP is a pretty strict requirement to meet and for the player using Last Turn, it's a big risk with little payout.
Thousand-Eyes Restrict: The Powerhouse Fusion
Now here's a card with a justified reputation. It may start with 0 ATK and DEF and locks out your other attacks, but those are small prices to pay for being able to arm itself with any monster the opponent has on their field. The effect practically ensures that it's safe from harm regardless of which monster you choose to give it. It can still be destroyed by effects, but so can the vast majority of cards so that isn't much of an argument. People used it in the so-called Goat Format using Scapegoat and Metamorphosis and while I can't see justification for those two, Thousand-Eyes Restrict certainly lives up to its name.
Pot of Duality: 2 Steps Forward, 1 Back
I remember seeing quite a bit of hype around this card. Worth $112 at the time, I managed to get one myself out of 2 packs of DREV. On one hand, you could get some decent choices from the top of your Deck, but as far as I can tell, you're only likely to get 1 or 2 worthwhile choices. It may be free to play, but Special Summons are blocked off that turn so whatever you get may not be that useful until later and is a pretty obvious move to make once you've gotten them. I'm honestly not sure why it wasn't kept a Super Rare at the most.