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Master Duelbanlist is handled differently than every other format of Yu-Gi-Oh!
The banlist is updated once a month, generally closer to the end of the month.
The best secret packs in Yu-Gi-Oh!
Master Duel based on archetype.
Consider your strategy to unlock the right secret pack for you.
Forbidden Cards
Cards that are forbiddencannot be played in any deckin any capacity.
Card Name
Reason For Ban
Amazoness Archer
Enabled FTKs with burn damage.
Appointer of the Red Lotus
Hand disruption for low-cost.
Banned to prevent player going first from taking away a key card from the opponent’s hand.
Card of Safe Return
Provided too much draw power for graveyard strategies.
Cannon Soldier MK-2
Cannon Soldier
Block Dragon
Enabled EARTH combos and provided too much card advantage for Rock-based decks.
Butterfly Dagger - Elma
Enabled an FTK with Gearfried the Iron Knight.
Confiscation
Too strong of hand disruption.
Crystron Halqifibrax
Enabled combos with many tuner monsters for easy link-climbing.
Blackwing - Gofu the Vague Shadow
Provided three link materials without using a normal summon.
Card of Demise
Provided too much card advantage for control decks.
Cold Wave
Shuts down everything but monster cards.
Catapult Turtle
Cyber Jar
Provided too much card advantage and free special summoning.
Cyber-Stein
Enabled various Extra deck-based FTKs.
Dandylion
Provided too many monsters on the battlefield for synchro and link summoning.
Delinquent Duo
Too good of hand disruption.
Destiny HERO - Celestial
To weaken the power of the Destiny HERO - Destroyer Phoenix Enforcer engine.
Dimension Fusion
Too strong a combo piece with banished cards.
Divine Sword - Pheonix Blade
Enabled many combos by bringing it back to hand and re-using it.
Eclipse Wyvern
Lack of once-per-turn effects made it too easy to loop its effect.
Elder Entity Azathot
Too easy to summon on your opponent’s turn with a Rank-Up Spell card.
Its effect does not start a chain so cannot be interacted with.
Elder Entity Norden
Easily summoned, effect triggers off any special summon, not just fusion summon.
Fiber Jar
Resets the game, not banned for power-level reasons.
Fishborg Blaster
Easily re-summonable from the graveyard, not once-per-turn.
Gandora-X the Dragon of Demolition
Enabled FTKs when its effect is copied by other monsters with 8000 ATK.
Giant Trunade
Too strong against backrow decks.
Graceful Charity
Provided too much card advantage while setting up your graveyard.
Grinder Golem
Gives you two monsters for link summoning too easily.
Guardragon Agarpain
Made it too easy to cheat out Dragon monsters from the Extra Deck.
Guardragon Elpy
Made it too easy to cheat out Dragon monsters from the hand or deck.
Ib the World Chalice Justiciar
Easy to summon, provided too much consistency for decks using World Legacy cards.
Imperial Order
Too strong at shutting down Spell cards for the entire duel.
Instant Fusion
Free special summon that could be used for any further Extra Deck plays.
Kaiser Colosseum
Slows the game down too much.
Kelbek the Ancient Vanguard
Too generic, provided too much power to mill decks.
Knightmare Goblin
Provided too much protection and a free normal summon.
Knightmare Mermaid
Provided too much consistency for Knightmare cards (most commonly used in Orcust).
Last Turn
Enabled pseudo-FTKs at best, draws at worst.
Lavalval Chain
Too easy to summon for too powerful of effects that gave too much consistency.
Level Eater
Easily re-summonable from the graveyard for easy link climbing.
Life Equalizer
Linkross
Too easy to make and gave free bodies for synchro summoning.
Magical Explosion
Used for an FTK.
Magical Scientist
Enabled various Extra Deck-based FTKs.
Mass Driver
Master Peace, the True Dracoslaying King
Too easy to make unaffected by the most common cards.
Too strong of a boss monster for multiple decks.
Metamorphosis
Made it too easy to fusion summon monsters that require specific materials.
Mind Master
Non-once-per-turn effect enabled multiple OTK and FTKs that locked your opponent out of the game.
Mystic Mine
Slowed the game down too much.
Number 16 Shock Master
Too easy to summon and could shut down entire card types too easily.
Number 86 Heroic Champion - Rhongomyniad
Enabled pseudo-FTKs that locked out your opponent from summoning monsters.
Number 95 Galaxy-Eyes Dark Matter Dragon
Too strong at setting up the graveyard in Dragon decks.
Performage Plushfire
Provided too much consistency forPendulum decks.
Phoenixian Cluster Amaryllis
Pot of Greed
Providedtoo much card advantagefor no cost.
Red-Eyes Dark Dragoon
Too strong of a boss monster with too many powerful effects.
Easy to summon with Predaplant Verte Anaconda.
Return from the Different Dimension
Royal Oppression
Slows the game down by shutting down any special summoning.
Can be flipped after you already special summoned so only your opponent is hurt by it.
Self-Destruct Button
To prevent intentional duel draws.
Set Rotation
Added too much consistency for decks focused on a Field Spell.
Sillva, Warlord of Dark World
Too good at hand destructing your opponent if they didn’t have interaction.
Sixth Sense
Either provided too much card advantage or a milling of six or fewer cards.
Smoke Grenade of the Thief
Too strong at hand disruption.
Snatch Steal
Forces a negate otherwise is a free steal of an opponent’s boss monster.
Soul Charge
Provided too much graveyard recursion.
Substitoad
Enabled Frog-based FTKs.
Summon Sorceress
Made it too easy to special summon any monster directly from your deck for no cost.
Superheavy Samurai Soulbreaker Armor
Enables Superheavy Samurai-based FTK.
Tearlaments Merrli
To reign in the power of Tearlaments.
Tempest Magician
Enabled Spell Counter-based FTKs.
Terraforming
Added too much consistency for decks focused ona Field Spell.
Time Seal
To prevent forcing your opponent to lose their draw for turn.
Toadally Awesome
Too easy to summon and provided too much consistency for WATER and Aqua decks.
Toon Cannon Soldier
Topologic Gumblar Dragon
Too easy to force your opponent to discard the majority of their hand.
Ultimate Offering
Too easy to summon multiple monsters in one turn.
Union Carrier
Too easy to summon, a free way to get any monster into the graveyard.
Vanity’s Emptiness
Too good at shutting down special summoning.
Could be flipped after you special summoned your monsters so only your opponent is hurt by it.
Wind-Up Hunter
Too good at hand disruption in Wind-Up decks.
Zoodiac Broadbull
Too easy to summon and gave too much consistency to any Beast-Warrior deck.
Agido the Ancient Sentinel
Branded Expulsion
To weaken the power of Branded decks.
Here are the staple cards that every dueller will want in Yu-Gi-Oh!
Reason For Limiting
Amano-Iwato
To weaken the power of stun decks.
Astrograph Sorcerer
To weaken the power of Pendulum Magicians.
Blaze Fenix, the Burning Bombardment Bird
To weaken combos that enabled FTKs.
Branded Fusion
Branded Opening
To weaken the power of Branded/Despia decks.
Bystial Druiswurm
To weaken the power of the Bystial package.
Bystial Magnamhut
To weaken the power of the Bystial package and Dragon decks.
Bystial Saronir
To weaken the power of the Bystial package andBranded decks.
Card Destruction
To prevent free discards and re-draws happening too frequently.
Chronograph Sorcerer
Crossout Designator
To weaken the consistency of negating hand traps.
Dragonic Diagram
To weaken the power of True Draco/True King decks.
Eradicator Epidemic Virus
To weaken the ability for control decks to force discards of Spell and Trap cards.
Exodia, the Forbidden One
Limited to weaken the possibility of FTKs and for lore reasons.
Foolish Burial
To weaken the consistency to put a monster into the graveyard.
Gateway of the Six
To weaken the power ofSix Samurai decks.
Gold Sarcophagus
To weaken the power of Thunder Dragon decks (which want to banish their cards).
Gozen Match
To weaken the strength of floodgates.
Heavymetalfoes Electrumite
To weaken the power of Pendulum monsters.
Herald of Orange Light
To weaken the power of the Herald/Counter Fairy package.
Keldo the Sacred Protector
To weaken the power of the Ishizu package.
Mathmech Diameter
To weaken the power of Mathmech decks.
Monster Reborn
To weaken the consistency of reviving cards from the graveyard for no cost.
Morphing Jar
To weaken the ability to FTK by re-using Morphing Jar’s flip effect multiple times a turn.
Mudora the Sword Oracle
M-X-Saber Invoker
Too generic and to weaken the consistency for Earth Warrior and Beast-Warrior-based decks.
Nimble Beaver
To weaken the consistency for decks requiring level three monsters.
One Day Of Peace
Too good at generating card advantage.
One for One
To weaken the consistency of summoning a free monster from the deck.
Performapal Five-Rainbow Magician
Too strong a floodgate, limited due to its consistency with Superheavy Samurai decks.
Pressured Planet Waitsoth
To weaken the power of Kashtira decks.
Primeval Planet Perlereino
To weaken the power of Tearlament decks.
Purrely Delicious Memory
To weaken the power of Purrely decks.
Reinforcement of the Army
To weaken the consistency of all decks playing Warrior monsters.
Rivalry of Warlords
Runick Destruction
To weaken the power of the Runick engine.
Runick Fountain
Saryuja Skull Dread
To weaken the consistency of combo decks.
Skill Drain
Sky Striker Mecha - Hornet Drones
To weaken the power of Sky Striker decks.
Snake-Eye Ash
To weaken the power of Snake-Eye decks.
Summon Limit
To weaken the power of floodgates.
Superheavy Samurai Soulpiercer
To weaken the power of Superheavy Samurai decks.
Supreme King Dragon Starving Venom
To weaken FTKs built around copying a specific effect of a different monster.
Swap Frog
To weaken the power of WATER Aqua and Frog decks.
Synchro Zone
To weaken the power of floodgates, too powerful against non-Synchro decks.
Tearlaments Havnis
Tearlaments Kashtira
To weaken the power of Kashtira and Tearlament decks.
Tearlaments Kitkallos
Tearlaments Sulliek
That Grass Looks Greener
To weaken the consistency of mill decks.
WANTED Seeker of Sinful Spoils
To weaken the power of Diabellstar decks.
Zoodiac Ratpier
To weaken the power of Zoodiac decks.
UR cards are essential in Yu-Gi-Oh!
Master Duel’s metagame these are the best ones to craft.
Semi-Limited
Cards that aresemi-limted can have two copiesof them played in your deck.
Semi-limited is the least common form of being put on the banlist.
Generally, cards are semi-limited when they are strong, but not overly powerful.
Called by the Grave
To weaken the consistency of negating hand trap activations.
Change of Heart
To weaken the consistency to steal an opponent’s monster.
Chaos Space
To weaken the power of Chaos (Light/Dark) decks.
Cynet Mining
To weaken the consistency of decks using Cyberse monsters.
Dynamite
To prevent FTKs.
Destiny HERO - Malicious
To prevent the ability from being used more than once.
Dimension Shifter
Divine Arsenal AA-ZEUS
To weaken the consistency of summoning multiple copies after removal.
Emergency Teleport
To weaken the consistency of Psychic-based combo decks.
Fusion Destiny
To weaken the consistency of the Destiny HERO - Destroyer Phoenix Enforcer engine.
Infernity Launcher
To weaken the consistency of Infernity decks.
Kashtira Unicorn
To weaken the power of Kashtira decks and the consistency of a free special summon.
Labrynth Chandraglier
To weaken the power of Labrynth decks.
Nadir Servant
To weaken the power of Dogmatika decks.
Necroface
To weaken the consistency of mill-based FTKs.
Parallel eXceed
To weaken the consistency of getting two copies on the battlefield after a link summon.
PSY-Framegear Gamma
To weaken the consistency of opening the hand trap.
Purrely
Purrelyly
Quick Launch
To weaken the power of decks using Rokket cards.
Raigeki
To weaken the consistency of drawing a one-sided board wipe.
Red Reboot
To weaken the ability to shut down Trap-based decks.
Rescue-ACE Air Lifter
To weaken the power of Rescue-ACE decks.
Spright Blue
To weaken the power of Spright cards.
Spright Starter
Spright Jet
Superheavy Samurai Wagon
Tearlaments Scheiren
Trickstar Light Stage
To weaken the power of Trickstar decks.
Trishula, Dragon of the Ice Barrier
To weaken the consistency of summoning multiple copies.
Water Enchantress of the Temple
To weaken the power of the Adventure Token engine.
Polish off your favourite decks by crafting the cards you need.