Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Using Monster Zones in Yu-Gi-Oh!
Unlike games like Magic: The Gathering, where players can cast any number of creatures, Yu-Gi-Oh! only lets you summon six thanks to its five main monster zones and one extra.
Usually, six is more than enough to provide a dominant lead, but some effects prevent zones from being used. This restricts how many monsters you'll face at once, but it's best used when you can lock opponents out of monsters entirely, whether by completing blocking off their zones or by clogging their few available slots with weak creatures.
Not many cards offer such effects, making the ones that do all the more valuable—which reign supreme? These are the five best zone-restricting cards in Yu-Gi-Oh!
5. Ninjitsu Art of Shadow Sealing
To activate this continuous trap, you have to tribute a Ninja monster, sadly limiting it to their archetype. However, you get to banish an opposing monster and seal the zone they were in, although the monster returns when Shadow Sealing leaves the field.
To optimize this ability, target your opponent's extra monster zone. Not only does this completely block of their extra deck, but it also sends their monster to the graveyard if Shadow gets removed (because temporarily-banished monsters never go back to the extra zone).
4. Zany Zebra
Activate Zebra as a pendulum scale, and he offers a decently-high scale seven, but more than that, he restricts an opposing main monster or spell/trap zone until he leaves the field. While this won't work on the extra monster or field spell areas, it's still a versatile ability.
Zebra works similarly as monster, blocking off an opposing zone when normal or special summoned as long as he remains face-up. For a mere level two, Zebra also has surprisingly solid 2000 DEF, his dark attribute and beast type offer several supports, and he's easily available on a budget, costing well under a single dollar!
3. Ground Collapse
Simply and easy to play, Ground Collapse impedes any two main monster zones, though you can't target zones that are occupied. If you manage to get two on your first turn, you can barricade all but one of your opponent's main monster zone (and if you have three, you can block them all off by also impeding one of your own.
The effect dissipates when Collapse leaves the field, but hopefully, you'll have beaten your opponent before they find a way to remove it, especially if most of their removals revolve around monster effects.
2. Ojama King
Fusion monster Ojama King has 0 ATK and needs the specific materials, all of whom are rather weak, so he has his downsides. However, he has excellent 3000 DEF, and when summoned, he shuts down up to three enemy monster zones.
That's half their monster area, it can affect the extra zone, and the Ojama archetype offers many supporting cards to help summon and protect King. Plus, his effect is a complete net when only using the three-monster zone formats in games like Yu-Gi-Oh! Duel Links.
1. Ojama Knight
Compared to Ojama King, Knight only has 2500 DEF and negates just two enemy monster zones. However, he's far easier to summon, only needing two materials and accepting any Ojama monsters.
Summon a Knight and a King against an empty field (going first provides an excellent turn-one opportunity), and you can completely lock out enemy monster zones.
Using Opposing Monster Zones in Yu-Gi-Oh!
Today we've seen several cards that hinder opposing spaces, and you can support the theme with cards like "Chewbone," which clog up remaining zones with weak tokens.
Zone-blocking abilities are relatively rare but create a unique style of gameplay that I hope Konami expands on in future sets. But for now, vote for your favorite card, and I'll see you at our next Yu-Gi-Oh! countdown!
© 2020 Jeremy Gill