The 15 Most Annoying Yu-Gi-Oh! Cards To Deal WithThis post may contain affiliate links. If you buy something we may get a small commission at no extra cost to you. (Learn more).
Every Yu-Gi-Oh player has a list of cards that they dread to see.
In fact, whenever a player sees those cards used against them, I bet they’re tempted to surrender right away.
If you’re familiar with this feeling, you probably know how tempting it is to rage quit.
Although it’s quite hilarious, rage quitting in Yu-Gi-Oh is more common than you might think.
If you’re curious which cards you should look out for, or which cards you should be filling your deck with, look no further.
This ranking is the ultimate list of cards that likely could make your opponent rage quit (if you’re lucky).
15. Mystic Mine
If you see your opponent playing Mystic Mine, then you should probably expect to face a lot of the other cards on this list.
This is a field spell that severely limits a player’s ability to use monsters.
You should activate this card when your opponent has more monsters than you. And as long as your opponent has more monsters than you, your opponent can’t attack or activate effects.
One way to destroy this card would be to use a card effect, but most of the time this field spell has layers of protections with cards like Field Barrier, which make Mystic Mine very costly to destroy.
Another option would be for your opponent to destroy their existing monster – because this card is destroyed when both players have the same number of cards.
However, most players don’t usually expect to need to destroy their own monsters… so it might be a little difficult to do so.
14. Droll & Lock Bird
Droll & Lock Bird is more of a side deck card.
But the moment you use this card against the right deck, your opponent is going to struggle a lot.
You can activate Droll & Lock Bird when your opponent adds a card from their deck to their hand.
Then you can discard it and your opponent can’t add cards from their deck to their hand for the rest of the turn.
It’s a strong effect against a lot of decks out there, since many rely on adding cards to their hand in order to flood the field.
For instance, Invoked decks are reliant on summoning Aleister, the Invoked to add Invocation to their hand.
At this point, the only thing most players can do is to end their turn – which you can imagine is very frustrating.
13. Forbidden Droplet
If your opponent just spent half his deck summoning monsters that can negate effects like Cyber Dragon Infinity, then Forbidden Droplet is the biggest slap on the face you can give them (without actually slapping them, that is).
With Forbidden Droplet, you can send any number of cards from your hand or field to the graveyard, to target the same number of effect monsters controlled by your opponent.
Those monsters have their effects negated and their attacks halved.
However, the annoying part of this effect is that your opponent can’t activate cards in response to this card, and specifically they can’t activate any cards that have the same card type as those you send to the graveyard.
So if you discarded a monster, spell, and trap, your opponent can’t activate anything.
Most of the time this lets you completely destroy your opponent – since they just spent most of their resources already.
12. Toadally Awesome
After playing against Toadally Awesome, I’ve concluded that it should be called Toadally Annoying instead.
Toadally Awesome is a really strong card since it can constantly negate card effects and bring itself back to the field so easily.
When a card is activated, you can send an aqua monster from your field to the graveyard, destroy that card, and then set it to your own field.
Moreover, if this card is sent to the graveyard you can basically add it right back to your extra deck.
So the only way to get rid of it is to banish it, which isn’t an option for a lot of decks.
Toadally Awesome is just difficult to deal with if you don’t have a specific counter for it.
11. Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring is currently one of the most popular hand traps available right now.
Ash Blossom & Joyous Spring is so good because of how flexible it is.
When any of the following effects are activated, you can negate it by discarding Ash Blossom & Joyous Spring:
Adding a card from the deck to the hand, special summoning from the deck/extra deck, or sending a card from the deck to the graveyard.
This is very useful since it can prevent so many effects from occurring, and can even prevent your opponent from special summoning from the extra deck.
Needless to say, preventing your opponent from special summoning from the extra deck for the price of 1 card makes me wonder if it should be banned.
10. Psy-Framegear Gamma
To sum up why Psy-Framegear Gamma is annoying:
It’s because it’s one of the few hand traps to negate and destroy a monster.
When your opponent activates a monster effect and you have no monsters out, you can special summon this card from your hand and a PSY-Frame Driver from your deck, hand, or graveyard, to negate and destroy that monster.
This is incredibly strong since it negates the monster’s effect and destroys it, which prevents your opponent from using it as a Link material.
In addition, it also lets you negate a lot of hand traps early on in the game.
And if your opponent uses a card like Ash Blossom & Joyous Spring and you negate it using Psy-Framegear Gamma, you can use this card to Synchro summon a level 8 monster.
With all this in mind, it makes it very difficult for your opponent to continue their combo or stop your combo here.
9. Harpie’s Feather Duster
If your opponent is the type of person who plays a lot of traps, Harpie’s Feather Duster will just absolutely ruin their day.
Once you activate this spell, all of your opponent’s spells and traps are destroyed.
Since your opponent won’t get the chance to activate most of their card effects, Harpie’s Feather Duster is just annoying to deal with.
This card is Mystical Space Typhoon, but taken to another level.
In fact, this card was actually banned not too long ago – but is now limited to one card in your deck (as of this writing).
Raigeki is an incredibly famous card, and I’d be surprised if any player wasn’t familiar with it.
This card works similarly to how Harpie’s Feather Duster works, but it destroys monsters instead of spells.
So all your opponent’s monsters get destroyed here.
If your opponent didn’t prepare anything to negate this card, then you can definitely see how this can be annoying (for them).
Personally, just imagining this gets my blood boiling.
After all, your opponent just spent all their time creating their field, and you just happened to have a card that monopolized the one weakness they had.
7. Divine Arsenal AA-Zeus – Sky Thunder
Divine Arsenal AA-Zeus – Sky Thunder has an extremely long name, but is like a ticking time bomb once it’s on the field.
You can summon this card if an Xyz monster you control attacked this turn, and then you can basically just summon AA-Zeus using that monster as a material.
A really effective time to use this card is towards the end of the duel where your opponent doesn’t have many options.
With AA-Zeus, you can detach two Xyz materials in order to send the rest of the cards on the field to the graveyard.
If you don’t get why this card is a nightmare to deal with, imagine trying to pull off a combo while keeping in mind all your cards on the field could disappear at any time.
6. Red-Eyes Dark Dragoon
If I could pick a card on this list to ban, I would 100% ban Red-Eyes Dark Dragoon.
You can easily summon this card using Predaplant Verte Anaconda, and that’s precisely where this nightmare of a card begins.
First off, this card can’t even be targeted by card effects or be destroyed by card effects.
Next, during your main phase, you can destroy a monster controlled by your opponent and inflict damage equal to that monster’s attack, and you can basically do this twice.
However the most annoying part is that this card can negate any card by discarding one card from the owner’s hand – and if they do, then Dark Dragoon gains 1000 attack.
This is one of the easiest monsters to special summon, and is one of the most insanely powerful.
5. Cyber Dragon Infinity
Anyone who has played against Cyber Dragon Infinity just knows how broken it is.
Cyber Dragon Infinity can be summoned using Cyber Dragon Nova as a material, which basically requires two level 5 monsters.
Cyber Dragon Infinity gains 200 attack for each material it has, and can target an opponent’s monster and attach it to itself as a material.
In addition, whenever a card is activated, you can negate it by detaching a material.
The annoying part of this card is that if you don’t get rid of it within one turn, Cyber Dragon Infinity will just absorb the strongest monster you summon and make your chances of surviving very slim.
4. Nibiru, the Primal Being
Ten years ago, Nibiru, the Primal Being was probably an extremely bad card.
But a lot has changed since then.
Nowadays it’s very common for players to summon 6 or 7 monsters in a single turn to use them to special summon stronger monsters.
That’s where Nibiru comes into play.
When your opponent summons 5 monsters in a single turn, you can send all their monsters to the graveyard to summon Nibiru to your field, and a token to their field.
I would say that it’s near impossible to continue your combo after Nibiru has been used, which is why it’s such a toxic card.
But one thing you should look out for is that the token will have attack and defense equal to the sum of the attack and defense of the monsters you sent to the graveyard. Which could be a lot.
3. Evenly Matched
If you ever see your opponent going straight to their battle phase, there’s a high chance they’ll be activating this card.
Essentially, when Evenly Matched is activated, your opponent must banish cards face down on their field until they have the same number of cards as you.
But the annoying part is that if you control no cards, you can activate this from your hand.
That means if you’re going second in a duel and you get this card in your hand, you can activate it right away.
So with this one card, you can get rid of all your opponent’s cards, except for one for absolutely no cost.
I don’t see how it can get more annoying than that.
2. Witch’s Strike
If you’ve been reading this ranking and have been keeping track of the cards you want to add to your deck, then be very careful with this one.
If your opponent negates one of your card effects or summons, you can activate Witch’s Strike to destroy all cards they control and in their hand.
So those of you who decide to use a card like Ash Blossom & Joyous Spring, then watch out for this one too – since it’ll utterly obliterate your field.
And if your opponent manages to recover from drawing a single card, then their deck is made of something different for sure.
1. El Shaddoll Winda
Finally we make our way to the top card on this list: El Shaddoll Winda.
This limits your opponent’s special summons to once per turn.
Which makes it extremely difficult for your opponent to even destroy this card, since it prevents your opponent from special summoning any strong cards.
Furthermore, your opponent can’t even destroy this card with card effects.
So they have to find a way to destroy Winda using only 1 special summon and 1 normal summon per turn.
By the time your opponent manages to summon a monster strong enough to defeat Winda, the game is probably already over.
Any card that prevents a player from special summoning is annoying to deal with.
And El Shaddoll Winda is possibly at the top of the heap for this one.