Top 10 Yu-Gi-Oh Monsters Summoned to Your Opponent's Field

Updated on October 9, 2019
Jeremy Gill profile image

Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.

Why Summon Monsters to Your Opponent's Field in Yu-Gi-Oh?

Monsters form the backbone of most Yu-Gi-Oh decks, simultaneously defending your life points and assaulting your opponent's. So, why would any duelist willingly hand their opponent extra creatures?

Well, many units summoned to your opponent's field tribute one or more of their existing monsters, eliminating bigger threats (even ones that can't be destroyed), and several impose some sort of penalty, making them a double-edged sword. But with dozens of gifted monsters available, which treacherous units reign supreme? These are the 10 best monsters to bestow upon your opponent in Yu-Gi-Oh!

Fenrir the Nordic Wolf
Fenrir the Nordic Wolf

10. Fenrir the Nordic Wolf

ATK: 4000
DEF: 4000

Fenrir can't be normal summoned or set, but you can special summon him to your opponent's field in defense position if there's an "Aesir" monster on the field (and Fenrir is destroyed whenever no Aesir creatures exist).

Handing your opponent a monster with 4000 in both battle stats isn't ideal, but both players take any damage from battles involving him, so it's not quite as risky as it seems. Additionally, Fenrir forces his controller to shift all defense position monsters to attack position at the start of their battle phase, an effect meant to combo with...

Jormungardr the Nordic Serpent
Jormungardr the Nordic Serpent

9. Jormungardr the Nordic Serpent

ATK: 3000
DEF: 3000

Like Fenrir, you don't normal summon/set Jormungardr, instead granting him to your opponent while an Aesir monster exists. Jormungardr's stats are excellent but not quite as deadly as Fenrir's (a good thing for you), and the first time he's shifted from face-up defense position to attack position, he inflicts 3000 damage to his owner.

3000 damage is almost half your foe's life points; combine a couple Jormungardrs with one Fenrir to rapidly decimate your opponent's health. However, exercise caution, as they can potentially remove the monsters by using them as material for a link or tribute summon in their first main phase, right before the combat step could occur.

Flying "C"
Flying "C"

8. Flying "C"

ATK: 700
DEF: 700

Flying "C" makes a great side deck member, as his powers can be either useless or deadly depending on what theme your opponent runs. You can actually normal summon/set Flying, but there's little reason to considering his weak stats. Instead, wait for your opponent to normal or special summon, at which point you can summon Flying from your hand to their field in face-up defense position.

Flying's controller can't xyz summon, so as long as he exists, they'll be blocked off from several aces, an excellent defense against the "Zoodiac" and "Wind-Up" themes. Overall, a decent net, but link monsters have made Flying a riskier maneuver, as you could be handing your foe an extra material for a link summon.

Contact "C"
Contact "C"

7. Contact "C"

ATK: 1500
DEF: 2200

Just like Flying, you can summon this insect from your hand to your opponent's field in defense position when they normal or special summon. Contact's stats are sadly better than Flying's, but you're probably not trying to destroy him anyway. After all, you want his snare active, which restricts your opponent from fusion, synchro, xyz, or link summoning unless they use Contact as material.

Against structures whose extra deck cards demand specific types of materials, your opponent will be completely shut off from their aces, leaving them only tribute summoning to remove Contact (which several decks don't heavily employ).

Thunder King, the Lightningstrike Kaiju
Thunder King, the Lightningstrike Kaiju

6. Thunder King, the Lightningstrike Kaiju

ATK: 3300
DEF: 2100

The Kaiju archetype offers several monsters you can summon to your opponent's field by tributing one of their units. However, we're only including two for both diversity's sake and because you can special summon Kaiju to your field while your opponent controls one.

Thus, hand a weaker member to your opponent, then field an ace like Thunder King (based off King Ghidorah from Godzilla). Not only does he wield 3300 ATK, he can remove three Kaiju counters (collected with various supports) from anywhere on the field to prevent your opponent from activating cards or effects for the rest of the turn. Additionally, after using the effect, King can attack up to three monsters during the battle phase, making it a worthy investment of your counters.

Jizukiru, the Star Destroying Kaiju
Jizukiru, the Star Destroying Kaiju

5. Jizukiru, the Star Destroying Kaiju

ATK: 3300
DEF: 2600

Just like King, you can summon Jizukiruto your opponent's field by tributing one of their monsters, or to your own if they already control a Kaiju. Either way, he wields a fierce 3300 ATK and can remove three Kaiju counters from anywhere on the field to negate and destroy an effect that targets exactly one monster. He also carries the machine type, generally easier to combo with than King's thunder nature.

A bit of a cheat for today's countdown, as I'd recommend handing your foe a weaker Kaiju while keeping Jizukiru for yourself; either way, you'll definitely want him for your Kaiju deck.

Santa Claws
Santa Claws

4. Santa Claws

ATK: 1200
DEF: 2500

You can summon this amusingly-named fiend to your opponent's field in defense position by tributing one monster they control. This makes a great removal, but note that Claws draws his controller a card when the turn ends.

Still, that's a fair cost for eliminating a key threat, and if you can destroy Claws before the turn ends, your opponent won't get to draw. Also note you can still normal summon the round you play Claws, a freedom many of his peers lack.

Volcanic Queen
Volcanic Queen

3. Volcanic Queen

ATK: 2500
DEF: 1200

Reversing Claws's stats, Queen is similarly summoned to your opponent's field by tributing one monster they control, but you can't normal summon/set the turn you cast her. Once per turn, Queen lets her controller (your opponent) send a different card they control to the graveyard to inflict 1000 damage to their opponent.

However, doing the end phase, Queen forces her controller to either tribute another monster or suffer 1000 damage. Both are severe penalties that will gradually chew away at your opponent's arsenal unless they quickly remove Queen from their field.

Lava Golem
Lava Golem

2. Lava Golem

ATK: 3000
DEF: 2500

One of the best effect damage monsters in the game, you can't normal summon or set Lava, and you can't normal summon at all the turn you play him. However, you place him on your opponent's field by tributing not one but two of their monsters, making him a surprisingly effective monster removal.

Sure, you've handed them a 3000-ATK beatstick, but Lava saps his owner of 1000 life at each of their standby phases. Even if they can remove him with a link or tribute summon, they'll still suffer the initial 1000 damage since it comes before their main phase. A handy removal/effect damage blend, use Lava with cards like "Swords of Revealing Light" or "Battle Fader" that will stave off his massive ATK as he continuously burns your opponent.

I also enjoy using Lava in pendulum decks (who can operate without a turn's normal summon), and he's a surprisingly affordable classic, costing well under two dollars!

Grinder Golem
Grinder Golem

1. Grinder Golem

ATK: 3000
DEF: 300

Limited as of this writing (allowing only one copy in your deck), Grinder doesn't tribute any monsters; he's just a free gift to your opponent. Additionally, you can't normal summon or set the turn you cast him. However, when played, you get to summon two Grinder tokens in attack position to your field.

These tokens are puny level one monsters with 0 ATK, but they make excellent link fodder, quickly granting two materials with one card. And since you get to choose which battle position Grinder takes, you can place him into his much-more vulnerable defense mode. With only 300 DEF, take advantage of this chink with cards like the ritual monster "Blue-Eyes Chaos MAX Dragon", who inflicts double-piercing damage to defensive enemies.

Which Card Do You Prefer?

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More Gifted Monsters in Yu-Gi-Oh

In addition to today's entries, several cards can create monster tokens for both players, like the field spells "Black Garden" and "Lair of Darkness". And while link summoning makes it easier to eliminate forced creatures (as link monsters often accept any unit as material), they remain a potent force that help remove bigger threats while extracting a toll for their powers.

Other than the Kaiju cards, surprisingly few archetypes have played with this mechanic, and I hope to see it expand in future sets. But for now, as we eagerly await Konami's next batch of Trojan horses, vote for your favorite card and I'll see you at our next Yu-Gi-Oh countdown!

© 2019 Jeremy Gill


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