Pioneer Yugioh players would not miss a Yugioh normal monster card in their decks. Back then, normal monsters used to be popular among Yugioh fans. For starters, the cards have great ATK and DEF stats. However, they became unpopular because they lacked effects and thus replaced by newer cards. Below are the best normal monsters you can find in Yugioh.
This is the most powerful normal monster card that is summonable by one tribute. It has a water attribute and has a metabolism built to withstand long cold periods. Hence don’t expect it to be a victim of a glacial rampage. Harness the power of this level 6 monster with incredible ATK and Defense stats. They’re plenty of cards that you can use to search for Frostosaurus. Dogu, Temple of Kings and Fossil Dig to name a few. Also, there are plenty of cards that you can use to special summon this card. Ancient Rules, Silent Doom and Swing of Memories, to name a few.
Angel Trumpeter was the first level 4 card released as a Normal Tuner Monster. That was close to a decade after the initial release of Tuner and Synchro Monsters. Use this card to summon any Synchro Monster of your choice to the field. It has incredible ATK and Defense stats, definitely deserving this spot on our list. Angel Trumpeter is a member of the Plant Monster cards and has an earth attribute. It belongs to the Brugmansia genus in the family of Solanaceae. This powerful monster card will keep your enemies at bay. It’s highly toxic and has frightening hallucinations. When building a deck, the Angel Trumpeter shouldn’t miss in the deck.
Neo Aqua Madoor
Easily summon this card using A Legendary Ocean and make it a level 3 monster. You can switch between Attacking and Defense Position with this card using the Shield & Sword card. Hence would be able to take down multiple monsters controlled by your opponent. It has also had one of the highest Defense compared to other Yugioh Normal Monsters. Moreover, it requires only a single tribute for summoning. Making it one of the easiest Yugioh normal monster to summon.
Dragon Core Hexer
This card is one of the few Tuner Monsters at level 8 that have made it to this list. The Dragon Core Hexer can be used to normal or special summon a few cards in the Hieratic and Blue eyes deck. Moreover, there are plenty of cards that can search this card in the deck. Temple of the Kings, Phantom of the Yang Zing and Dogu are some of the cards. This card is a successor of the Dragon Horn Hunter Monster card. When compared to all the other Normal Tuner Monsters, it stands out with highest ATK and DEF stats.
Although this card may not be that popular with new players, it is an incredibly powerful card. It is a classic card that was many players favorite in the past years. Gogiga Gagagico was a powerful card, especially on the field. It is one of the few reptile type Monster cards made in Yugioh. However, it is not an easy card to summon. Also, it lacks a bit of support and Konami hasn’t released any support cards yet. Its high ATK and DEF stat makes this card settle at this position on our list.
Over the years many players have begun adding Skull servant to their Yugioh decks. This is because Konami has given skull servant more support. It is also a pretty good card when it comes to link summoning. Besides, you can use Skull Servant to form perfect combos with other cards. It is a level one monster card with a dark attribute hence is accessible to new players. If you’re starting in the game, Skull Servant shouldn’t miss from your deck.
Red-Eyes Black Dragon
This card cannot be Normal Summoned. Tribute one Red eye monster card from the hand or field to special summon this card. In case this card gets destroyed while you possess it or your opponent destroys it, then it gives you a few options. Thus you can special summon a Level 7 monster from your graveyard. It has plenty of support cards; hence summoning it wouldn’t be an issue. Also, it’s ATK points are not that bad for a level 7 card, points are moderate.
Phantasm Spiral Dragon
The Phantasm Spiral Dragon evolved from the Spiral Serpent card. It comes reprinted with new effects added to it. What makes Phantasm special is that it has lots of support cards. This makes it an easy card to normal or special summon. Making it one of the easiest Yugioh normal monster to summon. Its high ATK and DEF stat makes this card settle at this position on our list. When building a deck, this card should definitely not miss in your deck.
Blue-Eyes White Dragon
This legendary card is a master of destruction. If you have this card in your deck, your opponent will always dread you. This is because the card is virtually invisible. Hence launching this card will wipe off your opponent’s monsters from the field. It’s the Yugioh Normal Monster with the highest ATK stat of Also, it belongs to the highest level of normal monsters. It’s a powerful level 8 dragon with a light attribute. Blue eyes white dragon has plenty of support cards. Making it one of the easiest Yugioh normal monster to summon. This is a mighty beast that shouldn’t miss in your deck.
This is the ultimate Level 7 Yugioh normal monster card that shouldn’t miss from your deck. It is an extremely powerful monster card. You can use it to summon any monster from the deck and replace it with a trap card in your hand. However, it cannot attack once summoning occurs. It is an iconic classic card since it being launched as one of the first Yugioh cards. Even though newer players may not prefer this monster card to the latest cards. It is one of the best monster cards ever.
Normal monsters are a long forgotten breed of Yugioh cards, often left untouched by the majority of the community. Justifiably so, I guess, as they contain no effects to allow for some s1ck playz. Some of us do enjoy normal monsters though, as they tend to have great ATK/DEF stats, particularly the lower level monsters. Battling with these cards takes us back to a bygone age of Yugioh dueling, filling us full of nostalgia. This list will take a look at the 10 best normal monsters in Yugioh, which should pique your interest or hopefully even inspire you to give them a try!
The classic himself, this card has been raiding monster zones since Seto Kaiba first introduced him to us. When it comes to low-level normal monsters, Vorse Raider is a viable pick as he boasts considerable ATK/DEF stats for a level 4 monster. While his type prevents him from fitting into a lot of decks, he’s definitely worth using if you can find a place for him.
9. Flamvell Guard
There’s quite a few monsters with high DEF stats, Flamvell Guard is easily the best level 4 or lower defensive normal monster though. As he’s a level 1 and a tuner, you have the option to synchro summon if needed and that DEF can be a life-saver. This card might even be viable in non-normal monster decks, such as dragon decks.
8. Alexandrite Dragon
One of the earliest level 4 normal monsters to receive ATK, this card could also be replaced by the likes of Phantom Gryphon or Gene-Warped Warwolf. I chose Alexandrite Dragon because of its cool art, ability to fit into dragon-type decks and Light attribute. In a deck based around normal monsters, you’ll want as many level 4 monsters with ATK as possible!
Not worth using to most players, although I felt it needed to be onthe list as it has the highest ATK stat out of any level 5 or 6 normal monsters. A huge ATK is nothing to be sniffed at, as it’ll take out a Dark Magician in battle and a variety of Synchro/XYZ monsters. Having just one Frostosaurus available can actually provide a huge boon to any normal monster deck.
6. Neo Aqua Madoor
Just a few monsters have such high DEF that require a single tribute to summon, Neo Aqua Madoor is the best of all the available normal monster choices. Not only does it have DEF, the ATK stat is higher than something like Millennium Shield or Labyrinth Wall, giving it an advantage on this list. The Water attribute lets it down though, preventing Neo Aqua Madoor from finding a deck to call home.
5. Angel Trumpeter
Basically a tuner version of Vorse Raider, this card’s stats are just as good but it can also be used to bring a synchro monster onto the field. The usefulness of Angel Trumpeter is unrivaled for any normal monster with a level of 4 or lower, warranting a place in the top 5 on this list. I’m lucky I made this list to be honest, I’ll be adding 3 of these cards to my normal monster deck!
4. Dragon Core Hexer
At first glance, you’d be forgiven for thinking “why is this card in the #4 spot?”, the ATK/DEF stats aren’t dropping any jaws, that’s for sure. Take a look at its type, Dragon Core Hexer is a level 8 tuner monster!
Imagine if this card was a Light attribute monster, it’d certainly have a lot more uses. Even then, it is still good, requiring only 1 other low level monster to summon a big boss Synchro monster. The art on this card is incredible too, definitely one of the cooler dragon type monsters in the game.
3. Gogiga Gagagigo
Another classic card, one that’s had some of the best stats for a normal monster in Yugioh history. Such high ATK/DEF stats make Gogiga Gagagigo a beast when it’s out the field, the only problem is getting it there. There’s not much support for reptile type monsters in Yugioh, while there is quite a bit for water monster but again, being a reptile hinders its ability to fit into a water deck. Regardless of this card’s glaring issues, I wanted to give it a bit of recognition!
2. Phantasm Spiral Dragon
Wielding the highest combined stats of any normal monster in the game, Phantasm Spiral Dragon had to be in the top 3 on this list. What’s even better is the support for this card, you can make an extremely powerful deck based around it. Attack mode or defense mode, it doesn’t matter, this card will put in a good shift. With its support cards, Phantasm Spiral Dragon is remarkably easy to summon too.
1. Blue-Eyes White Dragon
Full of power and nostalgia, no other normal monster is on the same level of Blue-Eyes White Dragon. Although it does have less combined ATK/DEF stats than the previous entry, the ATK stat is higher than any other normal monster in the game. Some would say there are no normal monsters of a higher level/ATK stat because Konami want this card to be their go-to normal monster. I’m not complaining though, Blue-Eyes White Dragon is held dear by Yugioh players across the world!
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Remember when you'd Normal Summon Elemental HERO Prisma, send Dark Magician from your deck to your graveyard, activate Thousand Knives, and attack for damage?
You might laugh now, but man, those were the days!
Dark Magician and the decks based around it have come a long way over the years, and I mean an extremely, almost unbelievably long way. product-hover id="" arrived in April, and Dark Magician was one of the set's chase Ghost Rares. He was one of the pack-front cover monsters too, along with Blue-Eyes Alternative White Dragon and Black Luster Soldier - Soldier of Chaos, modern updates of some of the game's most popular monsters.
Needless to say, April was a heavy hit of nostalgia: I was pumped to see Dark Magician get that royal treatment. He deserves the spotlight, as well as all those amazing cards that back him up. Today we're going to put them to work in a new build.
So Easy, It's Like Magic
One of the biggest strengths of the Dark Magician deck is that you can search pretty much everything in it, either to your hand, or directly to your field via Special Summon. That wasn't always the case, but these days there aren't many exceptions. The two effects of Soul Servant basically function as an upgraded version of Reinforcement of the Army, getting you the card you need and sometimes drawing extra cards in the process.
All in all, there are so many options that it can be difficult to figure out what to run. It's rare that a theme has so many cards that are this useful. Dark Magician decks have the capacity to break boards and put tons of big monsters on the field really easily, but it's usually better to focus on disrupting your opponent than overwhelming them with sheer force. It's not like Quintet Magician is easy to summon, y'all.
Trust me, I wanted to play almost every Dark Magician card that exists when I started working on this deck, but some of the cards here turn from "neat" in fringe situations, to "oh my gosh I am so stupid why am I stupid enough to play this card" if you draw them when you don't control Dark Magician on the field. Trust me, I've been there. In the end that was the dividing line that helped me decide which cards to leave on the cutting room floor.
One card that I'll heavily defend is Dark Magic Attack. Yes, drawing it naturally is about as fun as walking face-first into a beehive, but whether you're competitive or casual, a searchable card that lets you deal with backrow-heavy decks is nothing to scoff at. Soul Servant and Eternal Soul both get you Dark Magic Attack for free, and I've lost more games because I couldn't get to it, than I have from drawing it prematurely.
Check out which cards made the cut.
Yu-Gi-Oh! TCG Deck - The Best Dark Magician Deck by Loukas Peterson
'The Best Dark Magician Deck' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!
Created By: Loukas Peterson
Market Price: $
Market Price: $
ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/_w.jpg2+ Effect Monsters
Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".
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Market Price: $
ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/_w.jpg2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; return it to the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
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Red-Eyes Dark Dragoon
Market Price: $
ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/_w.jpg"Dark Magician" + "Red-Eyes Black Dragon" or 1 Dragon Effect Monster
Cannot be destroyed by card effects. Neither player can target this card with card effects. During your Main Phase: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can use this effect a number of times per turn up to the number of Normal Monsters used as Fusion Material for this card. Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, and if you do that, this card gains ATK.
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It's important to understand where this type of deck stands in the spectrum of Yu-Gi-Oh deck building: Dark Magician isn't really a combo deck. Yeah, there are cards that offer combo-type play sequences, but for the deck's entire history, the strategy's revolved around placing Dark Magician or a Dark Magician proxy on the field and going from there. That's different from how most modern combo decks work; you'll do better with it if you adjust your mindset.
In ye olden days, succeeding with this strategy meant activating something like Thousand Knives. But today it's more about combining Dark Magical Circle and Eternal Soul for multiple Dark Magician summons, popping cards each turn in a relentless flurry of destruction.
Like I said, we've come a long way.
Ignoring Red-Eyes Dark Dragoon for a second, you'll want to establish control of the board with Dark Magician as fast as possible, which usually means sending Dark Magician to the graveyard and reviving it with Eternal Soul.
Magicians' Souls is one of the best ways to do that early on: you'll Special Summon it from your hand by sending Dark Magician from your deck to the graveyard, then use Magicians' Souls other effect to trade away spells and traps for more draws, hunting for Dark Magical Circle or Eternal Soul.
That's also why Magician's Rod is so important to the deck. You're dead in the water if you can't start bringing back Dark Magician to banish cards on the field with Dark Magical Circle, so it's best to have another way to search the spells and traps you need. The deck's a slow burn, but it snowballs out of control really quickly, and seeing the right mix of cards in the early game is the key to unlocking the deck's success.
The biggest problem is that once your opponent gets familiar, the strategy can become pretty predictable. By no means is Dark Magical Circle bad, but it's not exactly a surprise when it banishes yet another card, turn after turn.
Ultimately that's why I like Magicians' Combination: it adds some variety to the deck and opens up some other options. The goal is to get Dark Magician on the field as quickly as possible, and Magicians' Combination is the extra spice that your opponent won't see coming. I've had to re-read the card a dozen times to really get it, but the gist is that it's basically a counter to anything.
And hey, if you're going to play Dark Magician Girl to capitalize on Soul Servant, you might as well go big, right? Magicians' Combination an added layer of protection for your field, and barring the luckiest hand, your opponent won't be able to play through your myriad of responses.
Worst case scenario, you should be able to survive with Solemn Judgment, Solemn Strike, and Ash Blossom & Joyous Spring. Hey, we can't have Dark Magician flavored cards for everything, right?
The Question Of Dragoon
I don't think it's a secret that Red-Eyes Dark Dragoon is one of the scariest cards to deal with right now, and Dark Magician decks can take full advantage of it… if you have the cards to do so.
It might be a controversial choice, but this deck is one of the best places for Red-Eyes Dark Dragoon to shine. Most strategies that want to run it bank on Predaplant Verte Anaconda ability to mimic Red-Eyes Fusion, sticking you with three cards in your deck that you don't want to actually play: a Dark Magician, a Red-Eyes Fusion, and a Red-Eyes Black Dragon.
Dark Magician baked into the cake on this one, and that means hard drawing Red-Eyes Fusion isn't a bad thing. You'll just activate it, putting a Dark Magician into the graveyard where you want it anyway for plays later on. The only "bad" card is Red-Eyes Black Dragon, and avoiding one card is easier than avoiding three. The math doesn't lie on this one: it's a match made in heaven.
I considered running Keeper of Dragon Magic over Red-Eyes Black Dragon to ensure your dead draw had some use, but I found it weakened the deck overall . If I wanted another Normal Summon that fed into something cool, I'd be better off with Spellbook Magician of Prophecy, World Chalice Guardragon, or even The Black Stone of Legend; they open up interesting possibilities for deck thinning, recursion, Red-Eyes Dark Dragoon fodder, and Xyz plays.
But yeah, those ideas really take us off the beaten path. Let's just stick to Red-Eyes Black Dragon for now.
To see Red-Eyes Dark Dragoon faster, fielding multiple monsters for Predaplant Verte Anaconda or accelerating through your deck to draw Red-Eyes Fusion should be a priority. There are tons of ways to put two monsters on the field, but in keeping things as close to pure Dark Magicians as possibly, Magicians' Souls and Apprentice Illusion Magician seemed the best.
To reiterate: you want to summon Dark Magician as early as possible. You don't want it enough to play Illusion Magic, but you want Dark Magician on the field, in your hand, or in your graveyard before Turn 1 even starts. Magicians' Souls and Apprentice Illusion Magician do that, so in a vacuum they're objectively good cards here. The fact that you can summon them for free to make Predaplant Verte Anaconda is what clinches their spots in this deck. Between that, and the option hard draw Red-Eyes Fusion, Red-Eyes Dark Dragoon really consistent it here, and it helps lock in your snowballing control over the duel once it's in place.
A Spellbinding Finale?
Because this deck largely functions as a control strategy, you don't have a lot of flashy ways to end the game. Whether your swinging on an open field, or you're just shotgunning damage because time's about to be called for the round, sometimes throwing all your cards on the table is a necessary evil and you just have to hope it works out.
And no, stop asking me to play Quintet Magician, you'll never actually summon it.
Since Magicians' Souls alone takes this deck well out of budget territory, I figured we might as well go big. Having Accesscode Talker in your back pocket is great way to finish the game if you've reached down far enough, and it helps you build off the Link potential of things like Apprentice Illusion Magician and Magicians' Souls. After all, you need to follow up Predaplant Verte Anaconda somehow, right?
Selene, Queen of the Master Magicians fits is your segue into Accesscode Talker but since Accesscode Talker isn't always what you need, Selene's a double threat that can revive any ol' Spellcaster you see fit.
Red-Eyes Dark Dragoon, anyone?
And I know I keep circling back to Apprentice Illusion Magician, but she once again comes in clutch thanks to her secondary effect. A boost of ATK and DEF can be huge, and lets Dark Magician punch over almost anything, even an opposing buffed up Red-Eyes Dark Dragoon. If you have the cards, definitely give this deck a try - it's a blast!
Just remember: beat your opponents before they beat you.
Top 10 Cards You Need for Your Normal Monster Yu-Gi-Oh! Deck
Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Normal Monster Decks in Yu-Gi-Oh!
Sometimes called normalcy or vanilla decks, normal monster builds in Yu-Gi-Oh! heavily emphasize, well, normal monsters, who are easily recognized by their yellow (rather than orange) backgrounds and lack of monster effects.
Without abilities, these creatures lag behind on their own; however, they enjoy some of the best supports in the game, turning them from laughable to deadly. After all, normal monsters have existed since dueling's origins, and many of Yu-Gi-Oh!'s most famous cards ("Blue-Eyes White Dragon," "Dark Magician," etc.) dwell among their ranks. So, how can you best reinforce your effect-less soldiers? These are the ten best normal monster supports in Yu-Gi-Oh!
Dragon Horn Hunter/Dragoons of Draconia
Normal pendulum monsters are useful since they qualify for normal supports, but also offer scale effects and can help you swarm (something normal monsters generally struggle with). Hunter's scale ability increases the ATK of all normal monsters by and prevents you from taking damage in battles involving yours; Draconia's lets you search a level four or higher normal monster from your deck once each turn when your normal monster destroys an enemy in battle.
Additionally, both cards have decent battle stats and desirably low scales; combo them with higher scales and normal-boosting cards like "Lancephorhynchus" to quickly swarm and empower your creatures.
9. White Elephant's Gift
Gift simply sends a non-effect monster (which includes normal monsters plus extra deck monsters without abilities) to the graveyard to draw twice. So you're spending two cards to get two but stockpiling your graveyard and putting normal monsters you swarm with other effects to good use. There's also no "once per turn" clause, so feel free to play multiple in one round.
8. Heat Wave
Heat Wave can only be played at the start of your turn's first main phase, so make sure you cast it before doing anything else. Until your next draw phase, it prevents both players from normal or special summoning effect monsters, making it a temporary but less-costly version of Throes.
Players can still set monsters, but once again, you've essentially shut down your opponent's extra deck and heavily restricted their main deck. Of course, normal monsters are unaffected, so you (and hopefully not your opponent) should be able to avoid Wave's blast. A great stall tactic to buy time for your combos.
7. Summoner's Art
Art simply adds any level five or higher normal monster from your deck to your hand. With no drawbacks or restrictions, you can use multiple copies each round, and they work great at fetching your high-level pendulum scales.
Art's a well-rounded card that's useful in both normal monster-devoted themes as well as any archetypes that employ high-level normal monsters, like "Blue-Eyes" and "Qliphort" builds.
6. Future Fusion + First of the Dragons
Type: Spell/Fusion Monster
Future Fusion takes time to activate, revealing a fusion monster during your next standby phase and sending its materials from deck to graveyard, then summoning it the following turn. However, it lets you fusion summon without sacrificing advantage, and a prime candidate is First.
He accepts any two normals as material, letting Future stockpile your graveyard without normal fodder for other effects. When he finally arrives, he's a fierce ATK beatstick who can't be destroyed in battle by effect monsters and is immune to their effects.
5. Skill Drain
Skill Drain doesn't so much empower normal units as hinder effect monsters. Activating it requires a fair chunk of life points, but Skill Drain indefinitely negates all monster effects on the field. In dedicated vanilla decks, you'll avoid the blast since you're using normal monsters; meanwhile, half your opponent's cards are suddenly crippled.
It's as simple as that; use Skill Drain to shut down a huge portion of your opponent's cards and play any effect monsters you have the turn before you activate it.
4. Common Charity
Charity is similar to the popular "Allure of Darkness," except it's a trap rather than a spell and works with normal monsters instead of dark ones. When activated, you draw two cards, then have to banish a normal monster from your hand; if you can't, you send your entire hand to the graveyard.
Your overall hand size doesn't change, but you get to exile unneeded cards while keeping your aces. Since Charity has to be set for a turn, it's not as fast as Allure, but it can bait spell/trap removals, as you can simply activate it in response.
3. Rescue Rabbit
Rescue Rabbit has weak stats and can't be special summoned from the deck, but it won't matter, as you banish him from your field to special summon two level four or lower normal monsters with the same name from your deck. They're destroyed at the end phase, but that's more than enough time to use them as link, xyz, or tribute material. And since Rabbit's level four is easily pendulum summoned, in pendulum decks, you can preserve your turn's normal summon for other troops.
2. Heart of the Underdog
Pendulum cards help field multiple normal monsters in a single turn, but to properly swarm, you also simply need enough cards in hand. That's where Heart of the Underdog shines, as this continuous spell lets you reveal any normal monsters you pull during your draw phase to draw another card. And if that card is a normal monsters, you can trigger the effect yet again, essentially drawing until you find something other than a normal monster.
Underdog has no penalties or life point losses, you're free to field multiple copies at once, and the effect is optional, helping avoid deck-outs when your remaining cards are thinning. A crucial component to dedicated normal monster structures, I use Underdog in anything from Exodia decks to Igknight decks; fortunately, it won't break the bank, costing less than two dollars!
1. Flawless Perfection of the Tenyi
Type: Field Spell
Flawless Perfection makes all non-effect monsters unaffected by monster effects, a useful defense. But more than that, once per turn while you control a non-effect or face-down monster and your opponent special summons an effect card, you can draw two cards.
These conditions are surprisingly easy to meet, and two cards for one is an amazing benefit. It also makes opponents think twice before trying to summon on your turn lest they give you even more advantage.
Normal Monster Deck Ideas in Yu-Gi-Oh!
In addition to today's cards, note that four of the five Exodia components (which win the game when collected in your hand) are normal monsters and thus applicable for supports and that gemini monsters begin play as normal monsters but can potentially gain effects, receiving the best of both worlds.
Thus, you can build around normal monsters in dozens of ways, and their powerful supports make them surprisingly effective despite their innate lack of abilities. But for now, as we eagerly await Konami's next expansion of normal-supporting effects, vote for your favorite card, and I'll see you at our next Yu-Gi-Oh! countdown!
© Jeremy Gill
Yugioh normal monster support
|Japanese (base text)|
Normal Monsters (Japanese: モンスター Tsūjō Monsutā), colored yellow, are Main Deckmonsters with no monster effects. In the card description box (which contains the effect on Effect Monsters), Normal Monsters include a brief description of its lore. Starting from Starter Deck: Link Strike onwards, all Normal Monsters also include the designation "/Normal" on their Type/Ability lines.
Only Monster Cards with "yellow" backgrounds are Normal Monsters. There are Tuner and Pendulum Normal Monsters, such as "Tune Warrior" and "Flash Knight". Non-EffectFusion, Ritual, Synchro, Xyz and Link Monsters are not Normal Monsters. Some non-Normal Monsters can be treated as Normal Monsters with card effects, most notably Gemini monsters and some Trap Monsters.
The card text (or flavor text) on Normal Monsters is for illustrative purposes only, and has no effect on gameplay (except archetype conditions, such as on "Summoned Skull" and "Gazelle the King of Mythical Beasts" in the English TCG). These texts provide lore on how the monster related to other cards in the game, such as the flavor text of "Opticlops" which explicitly states that it serves "Dark Ruler Ha Des".
Though they do not have inherent effects, there are often Spell, Trap, or Monster effects associated with specific Normal Monsters. For example, "Dark Magic Attack" can only be used with "Dark Magician", "Huge Revolution" can only be activated with 3 specific Normal Monsters on the field, and "X-Head Cannon", "V-Tiger Jet" and "Dark Blade" are the specific targets for three specific Union monsters.
Normal Monsters have received some very powerful support cards for general use, such as "Birthright", "Summoner's Art", "Knight of the Red Lotus", "Princess Cologne", "Terratiger" and "Ventdra, the Empowered Warrior", "White Tiger" and "Blue Dragon Summoner", "Dark Factory of Mass Production", and "Creepy Coney". The Normal Pendulum Monsters "Dragon Horn Hunter" and "Lancephorhynchus" support Normal Monsters. "Thunder End Dragon" has a powerful effect, but requires 2 Normal Monsters in order to be Xyz Summoned.
"Rescue Rabbit" can Special Summon 2 Level 4 or lower Normal Monsters from the Deck, providing quick access to Xyz Monsters; this effect is so useful that Dino Rabbit Decks are built entirely around it.
Some Normal Monster support focuses on low-Level Normal Monsters (typically Level 3 or lower). There are cards that allow the Special Summon of large numbers of low-Level Normal Monsters from the Deck (such as "Human-Wave Tactics" and "Enchanting Fitting Room"), to then be powered up with cards like "Triangle Power", "Amulet of Ambition", and "Sword of the Soul-Eater", or used to get rid of the opponent's cards with "The Law of the Normal".
- Normal Monsters were the most common monsters when the Duel Monsters card game was introduced in the manga and released in the OCG and TCG, but as the game's strategies evolved, Effect Monsters became more common and fewer Normal Monsters were released or reprinted. For a time, very few Booster Packs contain Normal Monsters, and even those that do contain very few. Following the introduction of Pendulum Monsters, however, Normal Monsters have seen a resurgence in Booster Packs, mainly in the form of Normal Pendulum Monsters, but more traditional Normal Monsters began to see a comeback during the New Master Rules for various strategies and in the Yu-Gi-Oh! VRAINS anime.
- The Normal Monster with the highest ATK is "Blue-Eyes White Dragon", at "Labyrinth Wall", "Neo Aqua Madoor" ,"Millennium Shield", "Dragon Core Hexer" and the Illegal card "Leonardo's Silver Skyship" have the highest DEF, at "Rabidragon" has the highest combined ATK and DEF, with ATK and DEF.
- "Leonardo's Silver Skyship" is the first Match winner Normal Monster, due to being a Pendulum Monster.
- "Thousand-Eyes Idol" is the Normal Monster with the lowest stats, being Level 1 monster with 0 ATK and 0 DEF.
- "Noble Knight Artorigus" has the longest English flavor text of all Normal Monsters.
- "Mekk-Knight Avram" has the shortest English flavor text of all Normal Monsters.
- "Azure-Eyes Silver Dragon" is the only Synchro Monster that requires a Normal Monster(s) for its Synchro Material.
- "Thunder End Dragon" is the only Xyz Monster that requires Normal Monsters as its Xyz Materials.
Yu-Gi-Oh! Normal Monster Cards
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In Battle of Chaos, Dark Magician will be getting support in the form of a new Ritual and Fusion Monster based on the Chaos-style of monster.
Konami has revealed a lot of new support for the Dark Magician archetype, arguably the most popular set of cards in the history of Yu-Gi-Oh! These new cards were revealed for the Battle of Chaos set, which will be the next main core release in the OCG on Oct. 16, following Burst of Destiny.
Illusion of Chaos is a flipped, Ritual variant of the original Dark Magician that can be summoned using Chaos Form. It lets players search for a Dark Magician or non-Ritual Monster that lists the Spellcaster on it and add it to their hand, at the cost of putting a card from your hand back onto the top of your deck. Additionally, it can be returned to your hand from the field to Special Summon a Dark Magician from your Graveyard as a Quick Effect to negate the effect.
That can be paired with Dark Master of Chaos, a new Fusion Monster that utilizes Dark Magician and a Chaos or Black Luster Soldier Ritual Monster as materials.
Upon being Fusion Summoned, Dark Master of Chaos can Special Summon a Light or Dark Monster from your graveyard once per turn. You can also tribute a Light or Dark Monster you control and then banish all monsters your opponent controls.
Its final ability lets you add a Spell Card from your graveyard to your hand when a Fusion Summoned Dark Master of Chaos is destroyed by battle or card effect.
This is a strong boss core being added to an already expansive list of Dark Magician and Chaos support, but it doesn’t end there.
A new Kuriboh variant called Magikuriboh is also being released, which lets you discard it after taking damage to Special Summon a Dark Magician or Dark Magician Girl from your deck or graveyard. It can also recur itself because, if a Spellcaster you control is destroyed by battle or card effect, you can add Magikuriboh back to your hand from the graveyard.
Dimension Conjurer is likewise tied to the Spell Card Magical Dimensions, letting you add the Special Summoning Spell from your deck or graveyard to your hand whenever the monster is Normal or Special Summoned. And, when Dimension Conjurer is sent from the field to the graveyard, you can draw cards equal to the number of Spellcaster Monsters you control and then place the same number of cards onto the top of your deck in any order.
The final new card revealed for Battle of Chaos is a retrain of the legendary dragon Timaeus that plays into the Dark Magician archetype.
Timaeus the Dragon of Destiny is an Effect Monster that can be Special Summoned from your hand by sending a Spell, Trap, or Spellcaster Monster that lists Dark Magician from your hand or field to the GY. During your Main Phase, you can Fusion Summon a monster from your Extra Deck using monsters from your hand and field as long as the summon includes one Spellcaster.
Two additional Dark Magician Spell Cards were also revealed for World Premiere Pack , which is releasing on Sep. 25 in order to introduce previously TCG-only cards released throughout to the OCG.
Magician Salvation is a new Field Spell that lets you set the powerful Dark Magician Spell, Eternal Soul directly from your deck. And, when you summon a Dark Magician or Dark Magician Girl, you can target the other monster and Special Summon it from your GY. Both effects can only be activated once per turn,
There is also a new Continuous Spell Card, Shatter the Darkness, which has the following effects that can be used once per turn.
- If you Normal or Special Summon a non-Token Normal Monster, you can draw one card
- When one of the following monsters you control declares an attack and battles and opponent’s monster: Until the end of the turn, the monster gains attack equal to the attack of your opponent’s monster
- A level five or higher Normal Monster
- A Ritual Summoned monster that uses a Normal Monster
- A Fusion, Synchro, or Xyz Summoned Monster that used a Normal Monster as material