Top 10 Cards to Use With "Odd-Eyes Pendulum Dragon" in Yu-Gi-Oh
Odd-Eyes Pendulum Dragon in Yu-Gi-Oh
One of the best pendulum monsters ever released, Odd-Eyes has excellent effects in both the monster and pendulum zones. While his scale is sadly a mid-way four, he prevents you from taking damage in battles involving your pendulum monsters and can destroy himself at the end phase to search a pendulum card with 1500 or less ATK from your deck.
As a monster, he carries an impressive 2500 ATK and doubles any battle damage dealt to your opponent when he combats their monsters. Throw in the popular dragon type, dark attribute, and his very own archetype, and you have one powerhouse of a card. But with hundreds of different supports available, how can you best harness Odd-Eyes? Here are ten cards you need for your Odd-Eyes Pendulum Dragon Yu-Gi-Oh deck!
10. Odd-Eyes Phantom Dragon
Phantom Dragon shares Odd-Eyes's stats, types, scale, and archetype, granting numerous synergies. Plus, as a scale, he can once per turn boost the ATK of a monster you control by 1200 for the turn when they battle an enemy, but you need another Odd-Eyes card in your other scale (we'll later see recommendations).
Remember, the best Odd-Eyes supports increase his ATK to advance his double-damage effect, making Phantom's scale especially useful to him. Plus, after being pendulum summoned and inflicting battle damage to your opponent (whether through a monster or direct attack), Phantom can deal 1200 damage times the number of Odd-Eyes scales you have, further reinforcing his dominance in a devoted deck.
9. Supreme King Dragon Odd-Eyes
King's not just an Odd-Eyes member but also one of the strongest Supreme King cards, granting multiple synergies, and like Phantom, he shares Odd-Eyes's stats and elements. He's an average scale, bearing a lukewarm value of four and the ability to tribute a "Supreme King Dragon" and destroy himself to search a pendulum monster with 1500 or less ATK from your deck.
Fortunately, King's better-used as a monster and carries an alternative summoning condition by tributing two Supreme King Dragons. Better yet, all pendulum monsters you control (including himself) deal double battle damage when fighting enemy cards; stack this with Odd-Eyes to score quadruple pain in a single clash.
As icing on the cake, you can also tribute King Dragon to special summon up to two face-up Supreme King Dragons or Gates from your extra deck in defense position, adeptly preparing a link or xyz summon.
As a trap, Metalmorph needs to be set for at least a turn before you can activate it, but since Odd-Eyes often begins as a scale for his search effect, you'll usually have at least one turn (especially if you go first) before battling. When activated, it attaches to a monster (similar to an equip spell) and grants it 300 extra ATK and DEF. Use this to triumph in a close battle when the difference in ATK is less than 300.
Plus, when its recipient attacks a monster, Metalmorph also grants extra ATK for the battle equal to half the target's ATK, further dominating in combat. With a base 300 boost and the ability to gain much more, Metalmorph remains an often-underestimated card that isn't as reliant on swarming as the ATK-boosting equip spells we'll soon encounter.
7. Performapal Drumerilla
While they're different archetypes, the Odd-Eyes and Performapal groups share several supports and pair well together. Drumerilla's 1600 ATK is a bit too high for Odd-Eyes to search, but he makes a great low scale choice thanks to his value of two. Additionally, once each turn he can raise the ATK of a monster by 600 for the turn when it fights an enemy, a great benefit for Odd-Eyes.
As a monster, Drumerilla carries the exact same ability, and you can even normal summon him without tributes if the field currently has no monsters. If that weren't enough, remember you can activate multiple Drumerilla effects each round, may use them on your opponent's turn when they attack you, and that Drumerilla's beast type can contact fusion (no fusion spell needed) with Odd-Eyes to special summon fusion monster "Beast-Eyes Pendulum Dragon" from your extra deck.
6. Sky Iris
As a field spell, Sky Iris doesn't take up a regular spell/trap zone (helpful since pendulum scales now do), and it protects any Magician, Odd-Eyes, or Performapal cards in your pendulum zones from being targeted by opposing effects.
Additionally, Iris lets you once per turn destroy another face-up card you control to add any Odd-Eyes card from your deck to your hand. This awesome search can nab Odd-Eyes himself, other archetype members like Phantom and King, or even corresponding spells and traps like "Odd-Eyes Fusion".
5. Odd-Eyes Arc Pendulum Dragon
Arc Pendulum is a normal monster, so he doesn't brandish any monster effects, but he shares the Odd-Eyes name, dragon type, dark element, and wields an impressive 2700 ATK. Additionally, he offers a high scale of eight (big enough to pendulum summon your level seven Odd-Eyes cards) and superb scale effect, letting you special summon any Odd-Eyes member from your hand, deck, or graveyard once each turn when an Odd-Eyes card you control is destroyed.
Note this triggers whenever an Odd-Eyes "card" is destroyed, meaning it works with both Odd-Eyes monsters and scales—even if you (and not your opponent) eliminated them. Thus, not only can Arc Pendulum search out Odd-Eyes, but Odd-Eyes's own scale destruction will activate Arc's effect, rapidly swarming your field with a wealth of powerful monsters.
4. Darkworld Shackles/Mini-Guts
Rather than raising Odd-Eyes's ATK, you can instead lower opposing monsters' with these spells. Shackles is an equip spell that reduces its victim's ATK and DEF to 100. Additionally, the unit can't attack and its controller takes 500 damage during your standby phases. Mini-Guts is a regular spell that requires you to tribute a monster, but it reduces an enemy's ATK to 0 for the turn and inflicts damage to your opponent equal to their original ATK when destroyed by battle that turn.
Both are great ways to lower enemy stats; Shackles doesn't inflict the added damage, but it doesn't need a tribute and lasts across turns (handy if your attacks are thwarted by traps). Mini-Guts is riskier, but potentially offers more damage, so choose whichever best suits your strategy.
3. Mage Power/United We Stand
These classic equip spells are simply the quickest ways to increase a monster's ATK (and DEF). Mage ups its holder's stats by 500 for each spell/trap you control, including itself. Similarly, United increased a card's stats by 800 for each monster you command.
Considering the field zone and extra deck monster zone, you can have up to six applicable cards powering each spell, offering thousands of extra ATK at once. United offers more ATK per card, but your pendulum scales will boost Mage, so it's a tough call when selecting one over the other. Either way, don't overlook the added DEF boost as well, useful if your opponent shifts your monsters into defense position.
2. Performapal Odd-Eyes Unicorn
Unicorn suffers low stats and his level one makes him difficult to pendulum summon, but when either normal or special summoned, you can increase your life points by the ATK of any Performapal monster in your graveyard. A decent effect, but Unicorn really shines as a scale, where he offers an impressive value of eight. Additionally, he can once boost the ATK of your attacking Odd-Eyes monster by the ATK of a Performapal you control until the end of the battle phase, even if Unicorn leaves the field.
With cards like Drumerilla, that's an extra 1600 power (which doubles to 3200 damage when attacking monsters), and monsters like "Performapal King Bear" provide upwards of 2400 added ATK! Additionally, Unicorn carries both the Performapal and Odd-Eyes names, making him one of the most versatile cards in the game, his beast type helps summon Beast-Eyes, and his light attribute nicely blends with Odd-Eyes's dark nature if you run the Chaos monsters.
Unicorn is an easy choice for both my Performapal and Odd-Eyes themes; fortunately, he's surprisingly cheap, costing well under a single dollar!
1. Action Magic - Full Turn
Sorry about the foreign print, but this is currently an OCG-only card, the format used in Asia (as opposed to the American TCG). Still, it's an official spell that doubles the battle damage players take in combats involving two monsters that turn. Use this to deal quadruple damage with Odd-Eyes and double damage with your other titans.
Additionally, you can set Full Turn from your graveyard by discarding a spell (although you can't do this on the turn Full Turn was sent to the graveyard), and as a quick-play spell, you can activate it on either player's turn. Just be careful against last-minute opposing ATK-increasers like "Honest", which can rebound the extra damage at you—although having Odd-Eyes as your pendulum scale could prevent that damage.
Which card do you prefer?
Supporting Odd-Eyes Decks
Remember, generic supports like Metalmorph and Mage Power can empower your other warriors, not just Odd-Eyes, but they can't be searched with archetype effects. Experiment to see which strategies work for you, and with the vast assortment of dragon, dark, Performapal, and Odd-Eyes boosts available, today's cards are just the tip of the iceberg.
No matter which route you choose, Odd-Eyes remains one of the best unlimited monsters in the game (allowing a full three copies in your deck), and he works well even in pendulum archetypes other than his own. But for now, as we eagerly await Konami's next expansion of Odd-Eyes supporting effects, vote for your favorite card and I'll see you at our next Yu-Gi-Oh countdown!
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© 2019 Jeremy Gill