It includes everywhere, hand, deck, GY, banish, extra deck, even monsters that have their summon negated are counted as in your possession (see rulings for cyber dragon nova effect if it gets sent to GY by opponents card effect to special a machine fusion from extra deck).
More context: "VFD" is the OCG name of the card, referring to "Agnimazud, the Vanisher", "Bahrastos, the Fathomer" ("Führer" in its Japanese name), and "Lithosagym the Disaster". It can also be a reference to the Latin phrase "Vicarius Filii Dei" (Representative of the Son of God). In English, players use the abbreviation as a sarcastic term, which stands for "Very Fun Dragon", because it is considered to be a unfair and unfun card.
@@alonsoarana5307 There also is the Structure Deck Blitzkrieg of the Mechlight Dragons (Cyber Dragon Structure Deck) that got censored. These Japanese and their Nazi terminology xD
What's also interesting is that the title was examined using numerology and the title adds up to 666 and so some sects associate the title with the Antichrist. Hence why the Japanese name is also directly called "The Beast." It's essentially Yugioh's equivalent to the Dragon of Revelation.
Last Will is also overpowered for being the ONLY card I think that the effect can resolve if the condition is met before the card is activated. It says "sent ..this turn.."
Yeah, Links, Tributes, Synchro and Fusion would trigger its effect and abuse it to high heaven and thats not even counting what it can search and summon.
True King of All Calamities is "True Dragon Emperor VFD" in its original Japanese name (the VFD being the combination of the titles of the 3 True King monsters: Vanisher, Fathomer, and Disaster). "Very Fun Dragon" is a backronym for how awful the card was to play against.
Kind of reminds me of the legendary Pokemon from VGC's that being FEAR or as we called it back then Fucking Evil Annoying Rattata. Want to have your party sweeped by a level 1... we can make that happen.
@@Akechi_The_Phantom_Detective In .hack//ENEMY, there was a field spell called Hidden, Forbidden, Holy Ground that we called Holy Fucking Hot Garbage because it basically locked you out of the game. The card locked out playing monsters and field spells (.hack//ENEMY was a one active field game, like Yugioh until Master Rule 3), so the only way to deal remove it was by returning two hidden cards you control back to your hand (monsters were the only means of directly interacting with your opponent to destroyu their cards). Decks running HFHG would run cards that could bounce cards back to the hand, and a turn in .hack consisted of playing one card (then do what the card says, or you attack with/store a monster) This was one of two cards that were ever banned.
Honorable Mention: D/D/D Kali Yuga. Though it is more limited than all the top 10 cards, the fact that Raidraptor users can have a way to shut down their opponent turn by Kali Yuga is quite powerful in my opinion
I know, I play that myself^^ Though my version of Raidraptor is mixed with Performapal and additionally plays Baronne, Dweller, Infinity and Vortex Dragon to have 3 negates to protect the rank-up and also block their GY.
Honestly surprised he didn't mention it even as an a honorable mention, especially since he talked about elder entity enzetoth summoned with the phantom knights rank up. Use him in my blackwings deck since it's definitely the best going first strategy with them
It really says a lot about the power of lingering effects that only _1_ card on this list _isn't_ banned. EDIT: Okay, now _all_ of the cards on this list are banned.
And people have been wanting Scythe hit for awhile. The main reason you don’t hear about it as much now is the current Tear 0 format doesn’t really use it, and Halq being banned turned off one consistent path to Scythe.
@@jon_bone Top 10 Cards Which Can Attack Directly in YuGiOh. Top 10 Worst Cards That Allow You To Attack Directly in YuGiOh. Top 10 Effects That Activate When Your Opponent Declares a Direct Attack in YuGiOh
It's because they have the benefits of continuous effects with none of the downsides. They don't go away even if the card is destroyed. (In fact, Normal/QP/Counter Spells and Traps are even better, in that you don't even get an opportunity to destroy them. Monsters with lingering Ignition effects have to be summoned first, then survive the "summon response window," before they can be activated.) Your opponent has to already have the means to negate them WHEN they're initially activated. They can't draw into or search or summon the out later.
Because it kinda is. Unlike many effects, negating it is really hard since you need to negate the vwry first activation of the card. For example, you need tk negate Maxx C the moment it was sent in the graveyard, since you can't negate the drawing if cards.
10:35 ok can we talk about how sick these cards look and how they feel like they belong in something like mtg? If the intention was to also make the elder god monsters here LOOK out of place as well, that's just a masterstroke in card design right there
Great video, I'll never forget Last Will that's for damn sure. If it wasn't an FTK it was an OTK Injection Fairy, Cyber Stein, Catapult Turtle the sheer range on this card was hilarious. I believe it was in Monarch format where it finally met the ban hammer and thoroughly deserved it. Could imagine this with Links and Synchro's nowadays... got damn.
It'll only get more and more inherently broken with the more cards that get printed. Links and Synchros are one thing but take into account floating effects too.
I've activated my own card in the "Imperm Column" after it left the field in MD and was puzzled to find out the first time that it shut down the entire zone for the turn as a lingering effect, not just negating what was there when it was present. Won't be running into 'that' again.
I run into it all the time, usually it’s from my own imperm. It’s always hilarious watching the opponent screw themselves over after negating your card.
@@OyVeey Nah, once I see that sizzle animation I have it locked-in that the zone is closed. I also did have to learn the hard way that Skill Drain hard counters Imperm, cause while that thing zaps all effects it's impossible to remove them again to shut off the card. Makes other forms of removal like Twin Twisters of value.
@@HuyBui-uq4oj It carries too much emotional damage now; I cannot physically will myself to make the mistake again unless I already have game and want to flex.
One of my favorite lingering effects is Imperm's set effect of negating spells/traps in a column. It's hardly the best, but sometimes you catch an extra negate and because your opponent or even *you* weren't paying attention halfway through the turn
You forgot D/D/D Kali Yuga, which for example Raidraptor can easily summon on the opponent's turn to negate any field effects without them being able to respond to its summon. And I have a deck that additionally plays Dweller, to block their field AND GY.
16:12 I had a fun idea for this card: _Last Wish_ Quick-Play Spell If your opponent banishes or sends to the GY any number of monsters from your hand or field, you can activate one of the following effects: ⚪️ Gain LP equal to their combined ATK/DEF. For the rest of the turn this card is activated you gain LP equal to the combined ATK/DEF of monsters your opponent banishes or sends to the GY from your hand or field. ⚪️ Place facedown from your Hand, deck or GY 1 Normal or Continuous spell/trap card on either side of the field. ⚪️ Target 1 monster from your hand, deck or GY with 1500 or less ATK or DEF, then special summon it. If you target an effect monster for this effect, you first pay LP equal to its combined ATK/DEF. _You can only activate 1 “Last Wish” per turn._ THERE, I made the card more flexible and versatile while making the original summoning effect more costly. You can use the card to recoup LP and scare off your opponent from wiping your monsters from your hand and field by the usual methods, lest they put you at a daunting LP advantage their deck wasn’t prepared to cut through. Or you could place facedown a normal or continuous spell/trap card, like your Last Wish was to invoke a lingering curse upon your opponent. And the last effect is the original special summon effect with the following pros and cons added to it: ➕ It can now target monsters of 1500 or less ATK AND DEF ➕ It can now special summon from your GY and hand as well as you deck ➕ AND “Last Wish” is a quick-play spell now so it’s faster and can go off more frequently… ➖_…Except_ the trigger condition requires _your opponent_ to (➕)banish or send the monster to the GY (➕From your hand OR field) for ANY of its effects to work, thus taking most of your own input out of the equation. ➖You need to pay the combined ATK/DEF of effect monsters you would target and summon with this effect, so if your aiming for a combination of good stats AND effects then be prepared to pay an arm and a leg. _Non-_ Effect (and thus Gemini’s in your hand/GY) monsters are still game though without cost. ➖ And lastly the card has a Hard OPT on it ”Last Will” lacks. So with all this it should be _just_ as powerful as before if not more so, but hopefully a lot less degenerate with all the tweaks and refocusing.
If I'm remembering right, I heard at one point Last Will was, in an early OCG format, originally not a once per turn thing and could be used to summon a 1500 or less ATK monster as many times as you want. Given the quality of other cards on thls list already, I think that version of Last Will is bar none the single strongest card the game has ever had, and its not even close. Frankly even in its current version that might still be the case.
@@johka483 I meant not in the sense you could only play one Last Will per turn as much as "one last will can get you multiple monsters if more than one monster is sent to the graveyard". Should've made that clearer.
I thought for sure "Oh yeah Azathot and Maxx C are 1 and 2 easy". It's outright scary that I forgot Shock Master's existence after what I saw it do. Will I ever forget what Halq and Mystic Mine did?
What makes Lingering effects so powerful is that you *have* to negate the activation. They cannot be negated after the fact, unless they have a “this card must remain on the field” clause.
@@nahuelcosta5609 just to clarify, it doesn't negate, effects that prevent the player from doing something just have priority over effects that make players do something, like macro cosmos vs Lancea, it doesn't matter which one was activated first, Lancea will prevent cards from getting banished
Abyss Dweller probably should have been an honorable mention, since it’s running the format rn. Lingering effects just shouldn’t exist in the first place.
VFD doesn’t negate monster effects on the field exactly, it changes the attributes of monsters on the field, and THEN negates ALL monsters in your opponent’s possession with that attribute, this includes hand, GY, banished and the niche extra deck effects, and on top of that, monsters with that attribute cannot attack, effectively shutting down your opponents win con, if you manage to use vfd multiple times, against most decks, you CANT lose
Last Will & Maxx "C" are very strong if only see the effect. But if you see the searchability or/and the decks that can search them, they aren't really that high. Most of cards in the list, especially Extra deck monster become broken because they are easier to access. It's guaranteed a floodgate if your opponent didn't have enough handtraps to stop. . I think Maxx "C" not making Ash, Called and Crossout mandatory, because they are already good cards to play.
Crossout was only good because of maxx c it saw almost no play in the tcg but got limited in master duel/ocg because of it Ash and Called are good by themselves tho
Not all Decks want to play Ash and Called by for one reason or another but yeah, they're generally good choices for Decks and almost always recommended. Maxx C makes them mandatory along with Maxx C itself outside of very specific niche Decks. Crossout not only becomes more usable but almost mandatory too. If a single card is capable of winning you the game on its own, lack of searchability is not much of a factor. Look at Imperial Order (there is technically a roundabout way of searching it through Beatrice (and Curious before it got banned) and setting it to your field with Knightmare Gryphon but still).
The issue is even if they're not as easily accessible as extra deck monsters, they would basically be a win condition if you happen to draw it and your opponent doesn't have an out to it in their hand or on their board at the moment of activation
It’s Vanisher, Fathomer, Disaster (FIRE, WATER and EARTH True Kings) but we all know how skilful and how big your brain needs to be to detach a material off Very Fun Dragon, so it stuck like that in the community.
Thunder King the Lightningstrike Kaiju has the lingering effect that your opponent can't activate any cards for the remainder of the turn, and it can do up to three attacks on monsters. Its only problem (besides needing Kaiju counters of course) is that since it activates its effect on the field, it can be disrupted itself.
The real problem is that it's a kaiju monster's effect and unless you find kaiju capture mission the deck can struggle to get the plays and counters necessary to push for good ol' King Ghidorah's effect. Although if you added it to world chalice kaiju variants it would be trivial to activate his effects if you get the world chalice combo in full swing
Technically, I would say the most powerful lingering effect is Final Countdown, according to your title. Winning the game is always the most powerful effect despite the actual cards being less powerful and not banned. Lastly, it does see competitive plays in stall decks.
amorphactor pain, the imagination draco overlord has a lingering effect that skips your opponent's main phase one. Also has an on field floodgate that negates the effect of all xyz, synchro, and fusion monsters including your own. Link monsters are completely immune to that effect being released as pendulum support. It is almost comical how easy it is to use in drytron. It would have been a fantastic card for this list. When paired with the counter trap parthian shot you can actually skip your opponent's entire turn. It reads during the end of the battle phase it becomes the end phase of that turn. If played turn 1 you can skip your opponent's entire turn 1. The counter trap can even be searched off of guardian aridne, which itself can be searched off of cyber angel benten.
Can you imagine if the BLS ritual archetype had received actual decent support for the lingering effects like a way to bring out more of their Knight monsters? Or if those effects could be added to there effect monster counter parts? If BLS had a Monster with effects that made it more immune to destruction or removal, a Djinn and Evening Knight ritual would cause a massive amount of degenerate plays.
Funny you mention this, I negated Evening Twilight Night on field before opponent Tributed it for the Ritual Summon, thinking this would prevent BLS from gaining the lingering effect to once per turn banish. It didn't.
You forgot Harpie's Feather Storm. A trap where if you have a wind Winged Beast you get to lock out your opponent for using monster effects (including hand and graveyard) for a turn. You also get to search Harpie's Feather Duster if it is destroyed (i.e., it is a one-sided Mystic Mine for a turn that works if destroyed and searches Harpie's Feather Duster). Being a trap doesn't hurt it that much as it is designed for going first and stopping your opponent from breaking your board with monster effects. If it was not for the Wind Winged Beast restriction this card would be banned.
While good in Floowandereeze, it never had near the meta warping impact of everything else on this list. I mean there's even more busted effects. If you could force your opponent to trigger Wattfox it'd be more busted than any other card here. But context of the game is important.
I was expecting S0 to be higher on the list since it locked your oponent out of card effects completly. And with zexal suport u could bring it sny time în utopia decks
If I may ask for some clarification on "Last Will" (as I realize, I did not understand how powerful it was when I was a kid): 📖Do you activate it before or after the monster is sent to the graveyard? 📖Do you get to summon an additional monster every time a monster is sent to the graveyard?
1. Either or. In fact, it does not truely matter. Just as long as a monster you controlled was sent to the GY in the turn you activated Last Will, you can apply the effect. 2. No. You can only Summon 1 monster per Last Will. If you activate multiple Last Wills, you can Summon as many monsters as you have activated Last Wills for. Some additional info that you might find interesting: You can Special Summon using Last Will's effect at literally any time during your turn, except during the Damage Step. You can Summon it immediately after activating the card, if you already had a monster sent to the GY, but you can choose to just wait and Summon later. During the Battle Phase, during the End Phase, you can do it whenever you want, and it does not start a Chain. You cannot negate the Summon of the monster using Last Will. You CAN, however, negate the activation of Last Will itself when its activated, but after Last Will has resolved successfully, the effect to Summon is completely guarenteed.
VFD god I loved using that beast in linkross format because I could use Smoke grenade of the thief to look into my opponent’s hand to accurately guess the attribute of monster they play and lock them out from all monster effects
heres one you missed fire formation-kaiyo. during the turn this card is activated. if a beast-warrior-type monster you control attacks a defense position monster,inflict piercing battle damage to your opponent. (this applies even if this card leaves the field.) all beast-warrior-type monsters you control gain 300 attack. so yeah you missed this one.
The REAL weakness of Maxx C is that it usually doesn't immediately affect the field. It doesn't interrupt their plays or anything on its own so your opponent can still push for game.
Yeah but when games are decided in the first 2 turns Maxx C is just too strong If you use it turn 1 they either skip their turn or give you 5 cards If you use it turn 2 you're usually behind a negate to stop your opponent from negating Maxx C, leading to the same result as before
Either they pass, or gamble on the opponent not drawing interruptions until you have lethal on board, though one single miss step is what they need for them to leave their opponent with a sliver of LP, and then they begin their turn with half their deck in hand. I mean, they can totally go for it, but chances are that they're getting punished for it more often than not. Edit: It isn't turn 2, though... I don't think anyone in their right mind would take the C challenge for no good payoff - they also have board breakers, too.
Top 10 "Break Slammers", cards that prevent or punish over-extension itself. Chain Energy, Summon Breaker/Limit, similar such. Top 10 cards that are Worth Waiting for. (I. E., Slow Cards Only, with Longer Worthwhile Waits at least earning some points toward higher rankings) Top 10 Cards that require your Opponent to do something to matter. Top 10 Cards That Earn Their Oppressive Restrictions. Top 10 "Rubber Band" Cards, cards that get better the more you're losing/worse the more you're winning. Top 10 Backup Wincons (can try and fall back onto it if your main wincon becomes Indisputeably Impossible)
I think Scythe is easily accessible but not always for sure, when you need it. It's also simple to negate in comparison to other cards and the fact that it only works for the turn its activated is why I believe it hasn't been banned and won't be banned. Yes, it's strong. But only when you can get to it at the right time and your opponent needs to get into their extra deck during the turn its played. Too late and it's useless. Too soon or destroyed/activated when it's not of use? Useless. In rare circumstances it can be a brick too, when you'd otherwise need a specific out to a situation, but you end up top decking a level 5 that doesn't even get it's effect with special summoning or having a way yo for sure pop it when time comes. Don't get me wrong it's good, it's decently active. Especially when considering a good hand, proper timing and a solid deck build. But it's not a ridiculous enough card to be banned. If anything specific combos or setups are what makes it so strong, not exactly the card itself.
Players not wearing deodorant at tournaments is the strongest lingering effect of all time. Even when they lose the match and leave, the effect still lingers in that area.
Djinn is good in tengu plant with herald of perfection, you have a Herald of perfection that can omninegate effects with a special summon lock on top, really hard to beat if you can pull it out, not extremely hard considering the deck runs Tour guide to summon djinn from the deck
Me starting the video: "I am sure this list will, like always, start with really niche but nice effects to slowly get us into the mood, nothing crazy at first" The video : immediately starts with Scythe Me : ....... Okay, it's going to be one of *those* videos isn't it ?
Doesn't spellbook of jugement (a.k.a one of the most broken cards in the game) have a lingering effect as well? If so, I think it should have most definitely appeared in this list
I owned a whole bunch of copies of Last Will as a kid since other kids would bundle it in with the cards they paid me to run errands or do their homework. No one played it and I think it was because 1) we were kids and 2) this was super early TCG so monsters with 1500 or less ATK saw next to no play besides Witch of the Black Forest and Man-Eater Bug if you weren’t being a deviant like myself and running Relinquished or Toon decks. Even then I didn’t use it because this was back when the most consistent strategy was to summon the biggest bruiser and attack. So you really wanted to avoid anything that could be beaten over. I have no doubt that if any of us better understood the game and had the cards, then we would have abused it to Hell and back, but as of now it sits in my trunk in the shed with all of my other old forbidden cards that I can’t use against other people.
They forgot to mention Artifact Lance, a hand trap as well as an artifact because it prevents both players from banishing monsters and was a staple card for multiple formats.
Top 10 Xyz Monster Effects That Don't Require Material Detachment Top 10 Synchro Tuners Top 10 Extra Deck Pendulum Monsters Top 10 Cards That Halve Opposing Attack, Damage, or Life Points Top 10 Worst Effects That Only Trigger On Battle Destruction Top 10 Worst Cards In Meta Archetypes Top 10 Best/Worst Cards That Require Specific Named Monsters On The Field To Activate Top 10 Worst Level/Rank 5 Monsters
Surprised destiny heroes didn't get a mention. Diamond dude was pretty powerful back in the day, even more so when combod with dark angel when you could stack any normal spell like Destint Draw or generic good spells. In the modern day, with the new neos support. Cosmo neos has the best lingering effect same as that utopia one and no one can respond to it