Top 10 Comeback Cards in Yu-Gi-Oh
Comebacks in Duels
Any duelist worth their Dark Magician knows a duel's not over til it's over, but often a player assumes a lead early in the game that won't ever be surmounted. However, the right cards in the right deck can bail you out of almost any tough situation, leading to spectacular turnarounds that showcase why we love dueling.
Whether you're the one turning the tide or witnessing your opponent's own renewal, watching a triumphant comeback from someone who seemed on the edge of defeat thrills our hearts, win or lose.
To experience these dynamic moments for yourself, here are the 10 best comeback cards in Yu-Gi-Oh to pull you out of tight spots and seize victory!
10. Message in a Bottle
For a small price, Message in a Bottle offers unparalleled monster revival. After activation, you special summon a whopping three monsters (of different levels) in your graveyard with their effects negated and their ATK as zero. Then, you must xyz summon at some point during your turn or suffer 4000 damage, and you cannot special summon (except by xyz) during the turn you use Message.
Admittedly, since the monsters must have different levels, you'll need to normal summon another creature (or have one already fielded) to form your xyz monster, but gaining three creatures in one fell swoop works wonders for both defense and xyz-comebacks.
9. Divine Serpent Geh
Geh can't be normal summoned or set; you can only special summon him by spending half your life points when another monster you control is destroyed by an opponent's attack or effect. Geh can't be targeted by card effects, and if he attacks an opposing monster, he makes their ATK half its original value and negates their effects for that battle.
Geh's own ATK fluctuates, becoming equal to the highest ATK on the field once per damage calculation. So cast him after losing an ally to rebound with an untargetable, battle-dominating and effect-dampening beatstick.
8. Gorz the Emissary of Darkness
With a formidable 2700 ATK and 2500 DEF, Gorz the Emissary of Darkness hides in your hand until you suffer damage with your entire field empty. Most opponents will think the match has been decided when you have no monsters or traps to block with, but once you incur damage (either through battle or effect), special summon Gorz and activate his effect, which changes based on the type of damage sustained.
More-common battle damage summons an Emissary of Darkness Token with ATK and DEF equal to the damage you took (and note its level of 7); effect damage simply mirrors the damage you took onto your opponent. Both are great abilities that, combined with an awesome monster, can easily reverse a duel and snatch the win.
7. Odd-Eyes Fusion
This magic card simply fusion summons a dragon from your extra deck using monsters from your hand or field, similar to classic "Polymerization". However, if your opponent controls two or more monsters and you control none, you can also use up to two Odd-Eyes monsters in your extra deck as material!
Notably, you can spend both face-up extra deck cards (pendulum monsters that have been destroyed) and face-down (like synchro monster "Odd-Eyes Meteorburst Dragon").
This gives you a remarkably cheap fusion summon, perfect for fielding fusion behemoths like "Odd-Eyes Vortex Dragon", who can negate opposing effects and bounces a monster on arrival.
6. Metaion, the Timelord
Like fellow Timelord monsters, you can normal summon Metaion without tributing if you control no monsters. He can't be destroyed by battle or effects and you take no damage from battles involving him in attack position, compensating for his pitiful battle scores.
Plus, at the end of the battle phase, if Metaion attacked or was attacked, you return as many monsters as possible to the hand other than him, inflicting 300 damage to your opponent for each! Metaion will shuffle himself into your deck during your standby phase, but his amazing monster removal is almost impossible to avoid since it doesn't target or destroy, with the added effect damage only sweetening the deal.
5. Drowning Mirror Force
All the infamous entries in the Mirror Force trap family can drastically reduce an opponent's field, but Drowning Mirror Force takes the cake with regards to regaining the duel's advantage. It can only be activated when your opponent attacks you directly, but right when your foe thinks they have you cornered, Drowning shuffles all their attack position monsters into the confines of their deck.
This is even better than destroying the monsters (as the default Mirror Force does) since it prevents graveyard recoveries and pendulum resummons, and bypasses effect-immune creatures. It also doesn't have to target the affected monsters, making this trap incredibly tricky to defend against. Just the fear of you having this set face-down may make your opponent shift some of their army to defense position, possibly sparing dwindling life points.
4. Goddess of Sweet Revenge
Another hand trap, Goddess is particularly difficult to activate, requiring you to control no cards and have no others in hand. But if you pull it off, you can discard Goddess when attacked to destroy all opposing cards and special summon any monster from your deck!
Talk about adding insult to injury; you've nuked your opponent's entire field while filling your own with a monster of your choice. You've also placed a light-attribute fairy-monster in your graveyard, useful fodder for Chaos monsters and such.
3. Balance of Judgment
Balance of Judgment itself won't alter a losing field state, but it'll give you enough card advantage to do so. When activated, you draw cards equal to the difference between cards on your opponent's field and those in your field/hand.
So use Judgment when their field is full and your own supplies are dwindling to draw numerous resources at once. The fact that you can activate it during any phase also helps, letting you trigger it in response to removals.
2. Lightning Storm
This brutal spell essentially lets you pick between classic field-wipes "Raigeki" (which destroys opposing monsters) and "Harpie's Feather Duster" (which is banned and destroys all opposing spells/traps).
You can only use Storm if you control no face-up cards, but you pick between destroying opposing attack position monsters or opposing spells/traps, an adaptable nuke that can still be used if your field has face-down cards.
1. Evenly Matched
At the end of either player's battle phase, if your opponent controls more cards than you, use Matched to make them banish cards equal to the difference. Admittedly, you have to wait until the end of the phase, giving opposing monsters a chance to attack, but if you survive, you've got a brutal removal that simultaneously denies graveyard advantage.
Plus, you can activated Matched from your hand if you don't control any cards, catching foes by surprise and forcing them to exile their entire field!
Which card do you prefer?
Other Hand Traps in Yu-Gi-Oh
With dozens of hand traps (not to mention normal traps) and quick-play effects, never underestimate a cornered opponent. They're down, but they may not be out, and dropping your guard could easily lead to your demise with turnarounds like these guys available.
As we eagerly await Konami's next booster set of exciting comeback cards, vote for your favorite entry and I'll see you at our next Yu-Gi-Oh countdown!
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© 2018 Jeremy Gill