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Top 10 Monsters to Summon With "Waking the Dragon" in Yu-Gi-Oh!

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

Waking the Dragon

Waking the Dragon

"Waking the Dragon" in Yu-Gi-Oh!

Yu-Gi-Oh!'s trap card "Waking the Dragon" is a total bluff, as you want your opponent to destroy or banish it, which activates its effect, summoning a monster (dragon or not, it doesn't matter) from your deck or extra deck (normally the better option).

So, which extra deck aces should you harness? You can't use things like "Supreme King Z-ARC" since he states he must be fusion summoned (Waking only special summons), and you want things that don't rely on their own archetype. Xyz monsters also won't gain any xyz materials if cast with Waking, but there's still a surprising number of potent candidates—which reign supreme? These are ten awesome monsters to cheat into play using Waking the Dragon!

The Last Warrior from Another Planet

The Last Warrior from Another Planet

10. The Last Warrior From Another Planet

ATK: 2350
DEF: 2000

Last Warrior normally requires two specific materials to fuse, meaning basically no decks run him…unless you cheat him into play. While his ATK is only lukewarm at 2350, and he destroys your other monsters on entry, Warrior prevents players from summoning other monsters.

That's a situational yet brutal lock, restricting foes to spells/traps; if they don't have one that can remove Warrior, they're effectively shut out.

Red-Eyes Dark Dragoon

Red-Eyes Dark Dragoon

9. Red-Eyes Dark Dragoon

ATK: 3000
DEF: 2500

Dragoon normally requires three materials (including "Dark Magician" and "Red-Eyes Black Dragon"), so Waking is a great way to field him without losing advantage. He can't be targeted or destroyed by effects, and can once per turn negate/destroy a card or effect to gain 1000 ATK. Added to his built-in targeting immunity, this makes Dark Dragoon incredibly difficult to overcome.

He's also got an effect that can destroy cards based on the normal monsters used as material in his summon; cheating Dragoon into play invalidates this ability, but he's still a formidable option.

Unchained Abomination

Unchained Abomination

8. Unchained Abomination

ATK: 3000

Abomination works great when you need raw, ongoing destruction, and summoning him with Waking avoids his hefty link-4 requirement. Once per turn per effect, he can destroy a card when a monster is destroyed in battle, when another effect destroys a card, and simply at the end phase.

This means an ideal turn will net three removals from Abomination, and remember his end phase destruction also triggers on your opponent's turn. His only failing is a lack of defense against removals, but he hits so hard it often won't matter.

Odd-Eyes Wing Dragon

Odd-Eyes Wing Dragon

7. Odd-Eyes Wing Dragon

ATK: 3000
DEF: 2500

Wing Dragon can once per turn either negate an opponent's monster's effect or destroy all level five or higher monsters they control during the battle phase, both useful anti-monster abilities on top of a 3000-ATK beatstick.

And if Wing is destroyed, you can place him into your pendulum zone, where he carries an amazing scale 10 and can once per turn make your battling monster gain ATK equal to the ATK of your opponent's monster. In other words, Wing is threatening as a monster, but arguably even better as a scale, making opponents think twice before eliminating him.

Crystal Wing Synchro Dragon

Crystal Wing Synchro Dragon

6. Crystal Wing Synchro Dragon

ATK: 3000
DEF: 2500

Similar to Odd-Eyes Wing, Crystal is a synchro dragon with 3000 ATK and 2500 DEF; synchro summoning him usually requires another synchro monster and a tuner, but Waking avoids the hassle.

Once per turn, Crystal can negate another monster's activating effect, destroy it, then gain ATK for the turn equal to its. Also, if Crystal battles a level 5 or higher monster, he gains its ATK during that battle, which means that he can very easily swing for a one-hit kill after triggering both effects.

Infinitrack Fortress Megaclops

Infinitrack Fortress Megaclops

5. Infinitrack Fortress Megaclops

ATK: 4000

Waking avoids Megaclops's three-xyz materials, easily summoning an enormous beatstick with 4000 ATK. More than that, Megaclops is unaffected by other monster effects, except xyz cards, and can't be destroyed in battle except by xyzs.

So, it usually takes a spell/trap to get rid of him, but in the meantime, Megaclops can once per turn revive an xyz monster from your graveyard and attach an opponent's monster to it as material, filling your field while eliminating threats.

Flower Cardian Lightflare

Flower Cardian Lightflare

4. Flower Cardian Lightflare

ATK: 5000
DEF: 0

Lightfare needs five material monsters, but using Waking easily casts this lethal 5000-ATK juggernaut. Lightflare can once per turn negate and destroy an opponent's spell/trap, and when your Flower Cardian monster battles (including herself), Lightflare negates opposing monster effects for that battle phase.

Even if you're not running Flower Cardians, you might want a different Cardian in your extra deck; when Lightflare leaves the field through an opponent's effect, she'll summon another Cardian synchro monster from your extra deck.

Naturia Exterio

Naturia Exterio

3. Naturia Exterio

ATK: 2800
DEF: 2400

Exterio's materials are two specific Naturia synchro monsters, a normally costly summon. Gimmicked into play with Waking, you now have a solid 2800-ATK beatstick who can negate the activation of spells/traps by banishing a card from your graveyard, then milling a card.

Notably, this isn't once per turn, meaning as long as your deck doesn't run out, your opponent effectively can't play spells or traps, a devastating disadvantage few will recover from.

Blackwing Full Armor Master

Blackwing Full Armor Master

2. Blackwing Full Armor Master

ATK: 3000
DEF: 3000

Armor Master has great ATK and DEF, but more than his stats, it's his immunity you're after, being completed unaffected by other cards, so the only real way to get rid of him is by battle.

But he won't make it easy; whenever an opposing monster activates its effect, Master gives them a wedge counter, and he can once per turn steal control of a monster with a wedge counter. Or, if you don't want it, he can destroy all cards with them during your end phase.

Raidraptor - Ultimate Falcon

Raidraptor - Ultimate Falcon

1. Raidraptor - Ultimate Falcon

ATK: 3500
DEF: 2000

Waking doesn't usually work well with xyz monsters, as many of their effects require materials only given during a proper summon. However, even without them, Ultimate Falcon is unaffected by card effects, and with a higher ATK than Armor Master (3500), he's almost impossible to beat in battle.

Falcon has an extra ability if given a Raidraptor as material, but even lacking it, you've very likely won by summoning a 3500 creature immune to almost everything in the game.

Reviving Extra Deck Monsters From the Graveyard

Useful as Waking the Dragon is for gimmicking big monsters into play, bear in mind an often-forgotten rule: extra deck monsters can only be revived from the graveyard if they were "properly" summoned (via an actual fusion, synchro, and so on).

This means if the card Waking summons is destroyed, you can't revive it via effects like "Monster Reborn," but with today's aces, it's rarely an issue. But for now, vote for your favorite titan, and I'll see you at our next Yu-Gi-Oh! countdown!

© 2020 Jeremy Gill

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