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Ridiculed Yu-Gi-Oh Cards (Page 3)

Cards below have been recreated with humorous names and card text to reflect my actual views on them.
Crushed Card Virus with Vaccination
Normal Trap
Tribute 1 weak DARK monster that has 1000 or less ATK. Check all monsters on your opponent's side of the field, your opponent's hand and all cards they draw (until the end of your opponent's 3rd turn but you probably won't hit much) and destroy all monsters with 1500 or more ATK.
Comments: You ended up losing a weak monster that was probably lucky to still be on the field and then you hoped to hit your opponent's monsters with 1500 or more ATK at activation and during their next 3 turns but either it'd trigger the effect of that monster or you'd get nothing. Now it's even less playable because the erratum gives your opponent more benefits than you.
Naturally Bad Shooter
EARTH / Plant / Level 5 / ATK 2000 / DEF 2000
If this card is Tribute Summoned using a "Neutral" monster, your opponent cannot activate Spell or Trap Cards but they can still easily take this guy down in battle.
Comments: It was highly overhyped. Yes it had uses in Naturias but that's it because apart from the one effect, it's utterly useless and very easy to take down.
Subpar King Dragon Starved of Venom
DARK / Dragon-Type Fusion / Level 8 / ATK 2800 / DEF 2000
2 DARK Pendulame monsters
Must be either foolishly Fusion Summoned or Special Summoned by Tributing the above bad cards you control (and thankfully don't waste "Poorlymerization"). Once per turn, you can have this card cosplay as 1 bad monster on the field or in the Graveyard until the End Phase. If that monster attacks a Defense Position monster, inflict the extra damage to your opponent.
Comments: Even the original Starving Venom didn't impress me so what was this going to do with even more specific Fusion Materials and subpar effects? It also has the exact same ATK and DEF as the original so it's not really any better.
Trap Dustcollector
Normal Trap
You can only activate this card in the unlikely event where your opponent has 4 or more cards in their hand. Take a gamble that they have a Monster Card by looking for one in their hand. If you somehow manage to get one, shuffle that monster into the owner's Deck.
Comments: It was always a risk and risky cards are never ideal for Duels, even if the opponent isn't very good at Dueling. You'll probably either not get a Monster Card or get a Monster Card they couldn't use anyway.
Pointless Time Stall
Normal Trap
Your opponent's next Draw Phase is skipped but you have no idea whether that was even worth it. They can still do whatever else they have in their hand, which may very well be worse.
Comments: So it's banned for the rare instances where a player is top decking? Most of the time it's just some lame stall tactic and proves that you likely had little to stop your opponent next turn.
Remarkably Bad Magic Abundant Corrosion Farce
Normal Spell
Select 1 bad Rank 5 or higher Xyz Monster you control. Use it as Xyz Material for an equally bad "Reject Number C" or "FXyz" monster from your Extra Deck that is 1 Rank higher. Move any useless Xyz Materials on the selected monster to the new Xyz Monster. When a Rank 5 or higher Xyz Monster is Special Summoned to your side of the field after you were dumb enough to use this card, you can retrieve this card from your Graveyard but only one copy can be activated per Duel.
Comments: It is among the ranks of the worst Rank-Up-Magic cards because the effects were not only restrained but bad as a whole so the reasons to use this card were pitiful.
Dismal Diagram
Field Spell
All "Truly Dimwitted" and "Truly Bad King" monsters on the field gain a mere 300 ATK and DEF. This card also offers once-per-turn battle destruction for all "Truly Dimwitted" or "Truly Bad King" monsters that were foolishly Tribute Summoned. Once per turn, you can needlessly destroy 1 card you control or in your hand to add 1 useless "Truly Dimwitted" or "Truly Bad King" card from your Deck to your hand.
Comments: An apparent "strong Field Spell" as Yu-Gi-Oh Wiki puts it but where's the strong part? The ATK and DEF boost is weak and the effects are subpar. Plus it only works on the True Dracos and True Kings if they were Tribute Summoned.
Moron Master
LIGHT / Psychic-Type Tuner / Level 1 / ATK 100 / DEF 200
You can waste 800 Life Points and Tribute 1 Psychic-Type monster other than "Moron Master" to Special Summon 1 underwhelming Level 4 or lower Psychic-Type monster from your Deck in Attack Position. Good luck doing that again next turn.
Comments: Another overhyped card on the Forbidden section of the Forbidden and Limited List for no good reason. Its uses are bad and so are the cards it's apparently "broken" with.
Master Pitiful, the Truly Dimwitted King
LIGHT / Wyrm / Level 8 / ATK 2950 / DEF 2950
This card can be Tribute Summoned using useless cards in your Spell and Trap Card Zones or use monsters you control. This card can't be harmed by card effects that match the card types that were wasted to bring this card out. Once per turn, during either player's turn, you can waste another card in your Graveyard just to destroy 1 lousy card on the field.
Comments: While I was able to give it some credit for the extra method of Tribute Summoning it, I didn't think the effects were that worthwhile, especially since they were dependent on what you Tributed to Tribute Summon it. On top of that it was just shy of having the right ATK to at least go toe-to-toe with other monsters.
Loser Eater
DARK / Insect / Level 1 / ATK 600 / DEF 0
If this card is sulking in your Graveyard, you can select 1 Level 5 or higher monster you control that is probably better than this card and reduce its Level by 1 for no good reason. Then, Special Summon this card from your Graveyard. This card can't even be used for a Tribute Summon and as weak as it is, it's not going to help you.
Comments: Its only notable combos are with other mediocre or crappy cards so it really has no justification for its hype. It can be searched by a lot of cards but it's not worth searching for because its effect sucks.
Absolute Failure Dragon
LIGHT / Dragon-Type Synchro / Level 7 / ATK 2100 / DEF 3000
1 Tuner + 1+ non-Tuner monsters
Once per turn, you can give up your Battle Phase just to bring out a free Level 4 or lower monster from your hand. Once per turn, you can destroy all Field Spell Cards on the field for no good reason, then gain 1000 Life Points. After that, you can cosplay as Terraforming and add a possibly better Field Spell Card from your Deck to your hand.
Comments: It went from being at 3 to now being Forbidden, thanks to mediocre and/or bad combos with other cards. Where's the big deal with destroying Field Spells for 1000 LP? You either destroy yours or you destroy both players' and you can use MST to destroy only your opponent's. The only thing going for it is the 1st effect, which costs you your Battle Phase and its 3000 DEF. Nothing else makes it any good.
Minimal Explosion
Normal Trap
It's an Infernity support card before they even existed because your hand has to be empty and all it does is deal your opponent a minute 200 damage per Spell Card in your Graveyard.
Comments: Looking at Yu-Gi-Oh Wiki's explanation of this, it's still pretty underwhelming as you need a boatload of cards, notably Spells just to get them into the Grave and win. Seriously, Ceasefire can do that much quicker and is also a Trap Card. No Spell Cards needed either.
Minute Driver
Continuous Spell
You can needlessly Tribute 1 monster you control to deal your opponent a mere 400 points of damage.
Comments: The only Deck I've seen that uses this card is Frogs but even that wasn't enough to convince me. Yes it can win but the damage takes many times to be enough. All it takes to counter it is anti-Burn cards like Prime Material Dragon. Yeah, some broken card this turned out to be. I don't know what other Decks Yu-Gi-Oh Wiki thinks can abuse it.
Kaiser Can't Defeat 'Em
Continuous Spell
When you already have a monster out, your opponent can't have more monsters than you do but they can still hit your LP hard enough to win. Of course, if your opponent already has more monsters than you do, this card won't even matter.
Comments: It's been Forbidden but I see no good reason why because it just evens the playing field. So what if it only affects one player? It doesn't do it any more than cards like Ground Collapse do and Ground Collapse isn't even on the Forbidden List. At least the OCG has some sense in not even touching it.
Giant Waste of Time
Normal Spell
Pointlessly return all Magic and Trap Cards on the field to the owner's hands in a desperate attempt to clear half the field for a period of time.
Comments: It's really just a mediocre stall tactic. Okay so you can re-use your cards. You really don't think your opponent knows that you're gonna do that? Plus, you still probably don't know what your opponent has back in their hand. All you did was buy time.
WIND / Fiend-Type Spirit / Level 2 / ATK 200 / DEF 100
Someone clipped its wings because it can't do anything useful. It not only flies away at the end of the turn but its effect is so mediocre that it requires the monster to deal damage with only 200 ATK.
Comments: It's only worthwhile combo is with three cards that have been errata'd to basically render this combo moot. Still, even that doesn't convince me this was so broken that it had to be banned. One can easily play around it. Heck, we've got a more potent version that CAN be Special Summoned and does the same thing each time it destroys a monster. It's not even remotely banned and it's also searchable and retrievable.
Brotherhood of the Failing Fists - Rejected Rooster
FIRE / Beast-Warrior / Level 3 / ATK 1500 / DEF 100
When this card is pointlessly Special Summoned by the effect of a "Failing Fists" monster, you can add 1 equally bad "Failure Fists" monster from your Deck to your hand. Luckily, this effect can only be used once per turn. Once per turn, you can send 1 useless "Failure Formation" Spell or Trap Card you control to the Graveyard to Set 1 completely obvious "Failure Formation" Spell or Trap Card directly from your Deck.
Comments: Most of these monsters were just mediocre at best, which made their Xyz Monsters harder to bring out as you either had to fill the Deck space with the good and the less good or just somehow do without them. This guy is entirely relient on being Special Summoned by it's so- called Brotherhood friends just to get the 1st effect, and even then, it's once per turn so no other copies can use the effect that turn. Being
searchable is irrelevent too because that won't trigger that effect either.
Breaker the Unplayable Magical Wimp
DARK / Spellcaster / Level 4 / ATK 1600 / DEF 1000
When this card is Normal Summoned, put 1 Spell Counter on it (max 1). Increase the ATK of this monster by a mere 300 points for each Spell Counter on this card (likely 1). Also, you can remove one useless Spell Counter from this card to cosplay as Mystical Space Typhoon and destroy 1 Spell Card or Trap Card on the field.
Comments: It was only at 1900 ATK while it had the Spell Counter and is only ever given 1. Plus, since there weren't as many cards that give Spell Counters back when this card was apparently Forbidden. You had only one shot to destroy a Spell or Trap Card, which'd also bring its ATK down. MST was and is way more versatile and costs you nothing to do the same thing. The hype just wasn't really justified. Of course, we've gotten more support now so the card has improved but it's not much because it's still limited to Spell Counter-based Decks.
Blank Roadkill Dragon
FIRE / Dragon-Type Synchro / Level 7 / ATK 2400 / DEF 1800
1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned, you can leave both players defenseless by destroying every card on the field. Once per turn, you can remove from play 1 Plant-Type monster that you won't get back easily later to change 1 monster your opponent controls to face-up Attack Position and pointlessly reduce its ATK to 0 until the End Phase.
Comments: The main downside with this for me is that it destroys itself with the 1st effect, which means you'd have to have other monsters in your hand or that Special Summon themselves upon being destroyed but you probably will have probably already used up your Normal Summon and will be entirely relient on what's left in your hand. Plus, the effect is only when it's Synchro Summoned so reviving it won't trigger the effect at all.
Least Useful Turn
Normal Trap
During your opponent's turn when you're probably going to lose, select 1 monster on your side of the field and send everything else to the Graveyard, Your opponent gets to Special Summon a free monster from their Deck in Attack Position that attacks your monster. Battle Damage becomes 0 but unless you win this, the best you can hope for is a DRAW.
Comments: Even with the anti-Special Summoning cards, I thought this card was way too risky to be effective because the activation requirement requires you to be not far off from defeat, making this card pretty desperate. Plus, you're probably losing more cards than your opponent and honestly, your opponent has the overwhelming edge in the situation given they know what monster you've chosen and can quickly win.