Top 10 Monsters for Any Yu-Gi-Oh Deck

Updated on December 11, 2017
Jeremy Gill profile image

Jeremy plays Yu-Gi-Oh in-between studying forensics and working part-time at his college.

Yu-Gi-Oh Monsters

Last time we examined six monsters for any duelist. Today, we're upping the ante by examining a new batch of ten beasts compatible with just about any deck. Now, are these guys all going to be seen in the modern competitive community? Maybe not. But they offer good ways to flesh out decks that haven't yet met their 40-card quota, and several still display formidable power.

Here are some of the most versatile cards in Yu-Gi-Oh: ten monsters for any deck!

Nimble Momonga
Nimble Momonga | Source

10. Nimble Momonga

ATK: 1000
DEF: 100

Nimble Momonga isn't particularly strong, but it isn't meant to be. Set it face-down into Defense Position, and when it's attacked and destroyed, you'll gain 1000 Life Points plus be able to summon two more Momonga from your deck. These two can take further hits, regain even more Life, or be used for an Xyz or Tribute Summon if they survive the turn.

Blocking three attacks with an extra 3000 Life to boot makes Momonga one of the most popular defensive options in the game.

Thunder Dragon
Thunder Dragon

9. Thunder Dragon

ATK: 1600
DEF: 1500

Thunder Dragon has poor battle stats for a Level 5 (it requires a Tribute), so why use it? Well, its ability lets you discard it to add up to 2 more of itself to your hand. Sure, the monster itself isn't great, but this cycles through your deck quickly, helping you rapidly access the cards you really want.

Additionally, the excess monsters make great fodder for effects that require discarding, like Lightning Vortex, or a Rank 5 Xyz summon.

Dark Valkyria
Dark Valkyria

8. Dark Valkyria

ATK: 1800
DEF: 1050

With 1800 ATK, Dark Valkyria can defeat many low-Level monsters. Plus, she's a Gemini monster, meaning she can be Normal Summoned again while on the field to gain extra powers. In Valkyria's case, she gains a "Spell Counter" that boosts her ATK to 2100, and she can spend the counter to destroy any monster.

What else can I say? Valkyria starts with solid ATK, can gain more, and helps serve as a monster removal.

Chimeratech Fortress Dragon
Chimeratech Fortress Dragon

7. Chimeratech Fortress Dragon

ATK: 0
DEF: 0

Most decks fill up the 15-card limit in their Extra Deck, but occasionally you'll see one with slots to spare. If nothing else, you may as well toss in a Chimeratech Fortress Dragon because you can potentially use it with nothing but your opponent's cards!

A Fusion monster, Chimeratech requires Cyber Dragon and any other Machine-type monster(s). However, unlike most of its brethren, no Fusion card is needed, and the monsters can come from either field. Of course, you're much more likely to access it if your deck has Cyber Dragon and Machine monsters, but even if it doesn't, your opponent may run some which you can use for Chimeratech! Once out, it gains 1000 ATK for each monster used as material for its summon, guaranteeing at least a solid 2000 ATK.

Gene-Warped Warwolf
Gene-Warped Warwolf

6. Gene-Warped Warwolf

ATK: 2000
DEF: 100

Some decks make better use of Normal monsters than others, but any build can appreciate Warwolf's 2000 ATK, the highest of any Level 4 monster (not counting those with major downsides like Chainsaw Insect). Basically, Warwolf can beatdown any Level 4 or lower monsters, even the 1900 ATK foes that opponents think are safe from non-tributed cards.

Take advantage of Warwolf's Normal monster status and rare Beast-Warrior type for further combinations.

Breaker the Magical Warrior
Breaker the Magical Warrior

5. Breaker the Magical Warrior

ATK: 1600
DEF: 1000

As we just discussed, most Level 4 creatures peak at 1900 ATK, and Breaker is no exception. Sure, he starts with 1600, but he automatically gains a "Spell Counter" that increases this to 1900 (similar to Valkyria, but this time without the extra Normal Summon). Even better, Breaker can spend the counter to destroy a Spell or Trap, making him a nice removal.

First utilize Breaker's high ATK to destroy foes, then his effect to destroy an opposing Spell/Trap. Once his ATK lowers, you can still turn him into fodder for a Tribute, Xyz, or Synchro Summon, making him the gift that keeps on giving.

Tragoedia
Tragoedia

4. Tragoedia

ATK: ?
DEF: ?

An older but still impressive card, Tragoedia can be Special Summoned whenever you take battle damage. It'll gain 600 ATK and DEF for each card in your hand, potentially reaching monstrous stats of 3000 or more! This alone should pique your interest, but also consider the card's interesting traits:

  • You can discard one monster with the same Level as an opposing one to take control of the target.
  • You can change this card's Level to match any monster in your Graveyard.

The first effect can potentially steal opposing foes while the second helps you utilize Synchro or Xyz summons by accessing the Level you need. All-in-all, a very well-rounded monster.

Battle Fader
Battle Fader

3. Battle Fader

ATK: 0
DEF: 0

Hands-down one of the best defensive cards in the game, Battle Fader can save you even if your field is wiped. When your opponent makes a direct attack, you can Special Summon this card and end the Battle Phase. This provides you a turn to strike back, plus you'll have Fader on the field, ready to be tributed, used in an Xyz summon, or simply take another hit.

Fencing Fire Ferret
Fencing Fire Ferret

2. Fencing Fire Ferret

ATK: 1700
DEF: 600

A surprisingly underutilized monster, Fencing Fire Ferret wields several boons. First, it has decent ATK for a Level 4 and its Beast status combos with many archetypes. Then, if it's destroyed (whether by battle or effect, and even if it's facedown), you get to destroy any opposing monster! As if that weren't enough, you also inflict 500 effect damage to your adversary.

Fire Ferret serves as light-beatdown, monster removal, and direct damage—all wrapped into a single no-tribute-needed package.

Fire Hand and Ice Hand
Fire Hand and Ice Hand

1. Fire Hand/Ice Hand

ATK: 1600 (Fire), 1400 (Ice)
DEF: 1000 (Fire), 1600 (Ice)

Two cards share the top spot because each requires the other to function optimally, but their versatile effects will aid any build. When Fire Hand is destroyed and sent to the Graveyard, you can destroy an opposing monster of your choice and Special Summon Ice Hand from your deck! Ice works similarly, except it destroys an opposing Spell/Trap, and Special Summons Fire.

The great thing about these cards is that their ability triggers whether they're destroyed by battle or by card effect, and (unlike some cards) their abilities can activate multiple times in the same turn. They serve as removals and ensure your field isn't empty, protecting your precious Life Points. Finally, while their battle attributes aren't stellar, they are high enough to conquer most Level 3 or lower creatures.

Which monster do you favor?

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Though some entries have aged better than others, all represent well-rounded cards throughout Yu-Gi-Oh's history and offer options to players struggling to complete their decks. Many Yu-Gi-Oh players now rely on archetype-specific monsters, but that doesn't mean non-archetype cards can't shine in the right builds, especially considering their superior synergy.

Use these guys to round out your deck, vote for your favorite, and I'll see you at our next countdown!

© 2017 Jeremy Gill

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