At its core, Yu-Gi-Oh! is a simple TCG. Players battle each other by summoning monsters to fight on their behalf, while supporting their own cause (or hampering their opponent’s) with spell and trap cards. The first player to lose all of their HP is defeated.

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All of that’s simple enough, but it’s the sheer volume of different cards that’s hard to grasp. So many of them have been released over the years, some of which are absolutely bizarre. Whether they simply have an amusing name, their effects are too strange or they just make no sense at all, here are some of the most peculiar cards ever added to the game.

10 Toon World

Every Yu-Gi-Oh! player has a favorite card archetype. From Blackwings to Zombies and even Dinosaurs, everyone can theme a deck around a playstyle and card type that fits them best. Of them all, the iconic Toon monsters present one of the strangest archetypes ever.

In the hands of the dastardly Maximillion Pegasus in the anime, their signature spell card, "Toon World," has a whole array of ridiculous effects. It can protect Toon monsters from attacks and all sorts of other random effects. The real-life version of this card isn’t nearly as powerful, but it’s central to everything a Toon deck wants to do. When you see it played, you know you’re in for a very odd game. There’s nothing else quite like Toons in all of Yu-Gi-Oh!

9 Doom Donuts

Now, we know what you’re thinking. How exactly does one get doomed by a donut? What could possibly be doomy about a donut, for that matter? Unless you made a New Years’ resolution to cut out sugar and Krispy Kremes have never looked more inviting, we just don’t know.

What we can tell you that "Doom Donuts" is very real. This Fiend monster has the Flip effect of destroying all monsters on the field that had an original ATK/DEF value of zero, making for interesting interactions with all kinds of low-end cards. It has a niche use, but the fact that it’s represented by a donut with fangs makes us never want to think about it again.

8 World Carrotweight Champion

"World Carrotweight Champion" is another rather obscure Dark-attribute monster.  This one has been a real blessing for Plant decks, giving them a 1900 ATK beatstick with no tribute cost and a handy Special Summon/graveyard manipulation effect.

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Be that as it may, though, we just can’t quite get over the fact that it’s a carrot that also happens to be some kind of fighting champion. Is it boxing? Is it wrestling? Is it a darn carrot? Well, yes, it is. This is probably one of the series’ strangest monster designs ever.

7 An Unfortunate Report

Now, just about every card in Yu-Gi-Oh! has its uses. There are so many different kinds of decks, which work in so many different ways, that even a seemingly terrible effect can be exactly what a specific player needs. Naturally, though, some are a lot further in their niche than others.

"An Unfortunate Report" is one example. This spell card simply causes your opponent to perform their next battle phase twice. While there are some situations where this can be helpful for the spell’s user, there are a great many cards that would be much more generally useful.

6 Labyrinth Wall

On the face of it, "Labyrinth Wall" doesn’t seem all that strange at all. It’s a one-tribute monster with no effect, which sports a formidable 3000 DEF. It’s a pain to remove from the field, especially when supported and protected by other cards, but it has zero natural ATK and isn’t doing much by itself at all.

For some reason, though, in the anime, this card is capable of utterly absurd things. When the Paradox Brothers played it against Yugi and Joey in the “Double Trouble Duel, Part 1” tag Duel, it caused a huge labyrinth to form which the players had to traverse through themselves. These weren’t exactly normal match conditions, true enough, but still: "Labyrinth Wall" has been infamous for its weirdness ever since.

5 Cold Feet

Fans will probably be familiar with the card "Cold Wave," a spell that prevents both the user and their opponent from playing or setting spells or traps until the user’s next turn. When used at the right time, it can be a perfect tool for keeping control of a match that has swung in your favor.

"Cold Feet" has a similar effect, except it only prevents the user from using spells and traps. So… why? "Cold Wave" is banned from standard play right now, so you can combine this card with others to create a similar effect, but that’s a lot of resources being spent on another niche situation.

4 Dark Bribe

Now, "Dark Bribe" isn’t a bad card. Far from it, in fact. This trap allows the player to cancel out the activation of one of the opponent’s spells or traps and send said card to the graveyard, at the cost of their drawing another card.

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That’s very strong, but it’s also all kinds of silly. It’s such a convenient catch-all to prevent all kinds of otherwise-lethal situations, with no specific conditions attached to it. If it wasn’t for the fact that the other player drawing a card might give them the exact tool they needed in that scenario, this could be a little too much.

3 Yu-Jo Friendship

Ah, yes. It was inevitable that "Yu-Jo Friendship" was going to crop up somewhere on this list. We might as well embrace our fate and take a look at this most bizarre of spells.

When you activate this spell, you offer a handshake to your opponent (yes, really). If they accept and shake hands with you, both of your Life Points become equal (the combined total you had, halved). Furthermore, if you have the card Unity in your hand and reveal it, the opponent can’t refuse your handshake. It’s all very odd, but perfectly fits the quirky friendship-inspired nature of the anime.

2 Sixth Sense

"Sixth Sense" is quite the controversial trap card. It’s currently playable only in the Traditional TCG format, and that’s only because no cards are actually banned there. What’s the problem with it? Let’s take a look.

This trap sees the player call out two numbers, from one to six. The other player then rolls a six-sided die.  If the die lands on one of the numbers you called, you draw that many cards. If it doesn’t, you must discard a number of cards from the top of your deck equal to the result. The issue with this is that calling 5 and 6 has the potential for a huge return, and if you don’t get either, sending cards to the graveyard is also actually a positive for many decks. "Sixth Sense" tends to give a free advantage a lot of the time, sometimes a huge one.

1 Parasite Paracide

Finally, we have "Parasite Paracide," a card that has been confounding competitive players for quite some time now. What about our card sleeves? They’re darn lucky it’s sent to the opponent’s deck face up!

This odd monster has one of the most unique effects in the game. When flipped, it’s shuffled into the other player’s deck. Should they draw it, it’s immediately Special Summoned to their side of the field, where it causes them 1000 damage and ‘infects’ all of their monsters, changing them to Insects. There are lots of interesting combos that can be pulled off with this, but the idea behind it is very strange indeed.

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