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Top 10 Lockdowns in "Yu-Gi-Oh: Master Duel"

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

Naturia Exterio

Naturia Exterio

Playing First in Master Duel

Many competitive decks prefer playing first despite lacking the bonus draw and immediate battle phase of playing second. Why? Well, when you play first, your opponent has nothing (other than hand traps) to hinder your moves, and with the right combos, you can construct brutal nets that will drastically hinder opposing plays.

This is especially true given the game's unique ban list, allowing cards the TCG has banned—here are ten great ways to lockdown your opponent in Yu-Gi-Oh Master Duel!

Borreload Savage Dragon

Borreload Savage Dragon

10. Borreload Savage Dragon

Type: Monster

Not only does Borreload have strong 3000 ATK, he equips a link monster from your GY on synchro summon, gains half its ATK, and gains counters equal to its link rating; Savage can spend a counter to negate an opponent's effect.

Thing is, this isn't once per turn, so as long as Savage has remaining counter, you can stop any type of opposing card.

Barrier Statue of the Stormwinds

Barrier Statue of the Stormwinds

9. Barrier Statues

Type: Monster

Every non-divine attribute has a corresponding Barrier Statue. These guys are pretty weak at 1000 ATK/DEF, but restrict players from special summoning any monster that isn't their attribute!

Depending on your deck, you can get away scot-free (or simply summon the Barrier after you're done comboing) while devastating opposing options. I particularly recommend, wind-attribute Barrier Statue of the Stormwinds (combo with Simorgh, Bird of Sovereignty) and water-attribute Barrier Statue of the Torrent (combo with Aquarium Stage).

Apollousa, Bow of the Goddess

Apollousa, Bow of the Goddess

8. Apollousa, Bow of the Goddess

Type: Monster

Arguably the most popular link-4, Apollousa takes any two or more non-token monsters with different names, but try to use as many as possible, as she gains 800 ATK per material.

From there, she can permanently lose 800 ATK to negate a monster effect. This doesn't destroy, but since it's once per chain (not turn), you can use it multiple times in one turn. Just watch out for spell removals like Raigeki.

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Skill Drain

Skill Drain

7. Skill Drain

Type: Trap

Having become unrestricted in the TCG, Skill Drain is as threatening in Master Duel as in paper play. For a paltry fee of 1000 life, you negate all monster effects on the field. This includes your own, but you'll either have have already amassed your forces and not care, or use archetypes that can actually benefit from this, like Qliphort.

Without a Harpie's Feather Duster or Twin Twisters around, this one card can often earn an immediate surrender from your opponent.

Vanity's Emptiness

Vanity's Emptiness

6. Vanity's Emptiness

Type: Trap

Banned in the TCG as of this writing but only limited in MD, Emptiness completely prevents players from special summoning. Use it in tribute-summon themes like Monarch or True Draco, or simply activate it after your combos, where you no longer need to summon.

Either way, be careful as Emptiness destroys itself when a card is sent from your deck or field to the graveyard, but that's a risk that often pays off, as few cards can outright stop special summoning altogether like this.

El Shaddoll Winda

El Shaddoll Winda

5. El Shaddoll Winda

Type: Monster

Winda's ATK isn't great at 2200, but not only can it not be destroyed by card effects, it prevents players from special summoning more than once per turn. This doesn't counter anything you did prior to summoning it, so just play freely and end your turn with Winda. Plus, if Winda is sent to the graveyard, you get to recover a Shaddoll spell/trap from it.

Shaddolls are a popular support theme, so you never know where you'll encounter a Winda; watch out for popular Invoked/Shaddoll blends.

Thunder Dragon Colossus

Thunder Dragon Colossus

4. Thunder Dragon Colossus

Type: Monster

Another card banned in the TCG but limited in Master Duel, Colossus requires Thunder Dragon (the card) and any Thunder Dragon (member of the archetype) as material. He wields impressive 2800 ATK and an amazing net, preventing opponents from adding cards to hand except by drawing them.

Just like that, there goes the rampant searching aspect of the game, with no similar penalty imposed upon you. Plus, Colossus is devilishly tricky to eliminate, as he can prevent his own destruction by banishing a thunder monster from your graveyard.

Imperial Order

Imperial Order

3. Imperial Order

Type: Trap

As you'll get tired of hearing, here's yet another TCG-banned but MD-allowed card. Order simply negates all spells; chain it to Pot of Desires or any other spell to make your opponent pay the activation cost but lose the effect. You can't stop pendulum scales from being placed, but you'll stop their abilities, which is almost as bad.

Order does require you pay 700 life at each standby to keep active, but that's chump change next to its effect, plus it gives you the option of tossing it if you get some spells you need to activate. But for best results, try in spell-light decks like Tri-Brigade.

D/D/D Duo-Dawn King Kali Yuga

D/D/D Duo-Dawn King Kali Yuga

2. D/D/D Duo-Dawn King Kali Yuga

Type: Monster

D/D/Ds are rarely used competitively, so needing D/D materials make this look worthless for most builds. However, Dawn King is gimmicked with the quick-play spell The Phantom Knights' Rank-Up-Magic Launch, which lets you use a rank 7 dark monster with no material.

You definitely want to summon Dawn King on your opponent's turn; once xyz summoned, he negates all effects on the field and prevents other cards from being activated for the rest of the turn. Basically, anything other than graveyard effects are shut down, often meaning opponents do nothing other than maybe set some face-downs.

But even playing face-downs is risky, as Dawn King can detach a material as a quick effect to destroy all set spells/traps. When your opponent passes their neutered turn, take advantage of King's 3500 ATK for some heavy damage.

Number 86: Heroic Champion - Rhongomyniad

Number 86: Heroic Champion - Rhongomyniad

1. Number 86: Heroic Champion - Rhongomyniad

Type: Monster

One last time: banned in TCG, allowed in Master Duel. Rhongomyniad gains additional effects based on the number of his xyz materials; thing is, you're gonna boost his materials with cards like Number 75: Bamboozling Gossip Shadow.

And when maxed out, well, good luck to your opponent. With five materials, Rhongomyniad gains 1500 ATK, can't be destroyed by battle, is unaffected by other cards, prevents your opponent from special summoning, and can once per turn destroy all opposing cards.

You do have to detach a material from Rhongomyniad at your opponent's end phase, but if your turn -one this thing at full power, you've almost certainly won.

Hand Trap Nets in Yu-Gi-Oh

Today we explored great ways to disrupt opposing plays using cards you'll field, but several hand traps offer similar penalties. Dimension Shifter banishes cards sent to the GY, ruining opposing combos, while Maxx "C" gives you draws when your opponent special summons, forcing them to choose between a super-weak turn or granting you unparalleled advantage.

Always pay attention to the negations and other restrictions your opponent utilizes when planning your turn, but for now, vote for your favorite card and I'll see you at our next YGO countdown!

© 2022 Jeremy Gill

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