Destroy 1 monster with the highest DEF on your
opponent's side of the field.
Type - Spell
Card Number - DR2-EN094
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.13.06
Looking back at Icarus Attack, if there's any other
theme-specific support that destroys an opponent's
monster, it's got a lot to live up to if it's gonna
be played over Smashing Ground.
Basically, Smashing Ground reads "kill your
opponent's strongest monster for free." We've been
using it for pretty much two banlists. It clears out
opponent's threats, nukes that Reaper that's been
plaguing you when Zaborg isn't available, and
basically simplifies the game (and we know that the
Return deck loves to use as many 1/1s as possible to
get the game down to topdecking, then a single
Return swing usually means the end of it.)
The only real defenses to it are Book of Moon, or
Enemy Controller sacrificing your monster to take
theirs, knowing that theirs will get hit by the
Smashing when the chain resolves, turning it into a
2 for 2. (This seems to work well given that your
opponent will typically summon first, THEN Smash to
avoid a Torrential.)
Granted, we've been seeing less of it in Top 8 decks
as players try out the Creature Swap combos again,
and use more Controllers and whatnot to go with
their Decree lineups, but it's still a very good
card you should expect to see several times over the
course of a tournament.
4.95/5 (it ain't perfect, but it's damn good at what
Another card who's popularity has decreased as of
It seems in this format (well, as far as decklists
seem to imply) that people do not need to destroy
monsters as desperately as they used to. Smash, and
its relatives, have always been the reason high
level monsters or those with complicated summoning
conditions are never that good. Why put in all the
effort if one common can clear your Big Koala off
the field? Mostly, if your deck requires more field
prescence, this could help.
Smashing Ground is a great card. This cards value
has increased so much in the two most recent formats
(Including this one obviously.) because its like,
the best 1-1 card available along with Sakuretsu
Armor, and its great removal. =)..
Uh, not much to say on this CoTD. In decks using
Mystic Tomatoes and other searches this card is ran
in Trips forr a reason, after a Breaker the Magical
Warrior attacks your Mystic Tomato, you can destroy
their defenses with yesterdays card, and play this
one on your turn to snag a card from their hand with
the reaper you pulled with Tomato! its also great
when you have advantage and the only thing blocking
victory is a pesky reaper...;].
Constructed: 5/5, this was one of the main cards
that shaped recent formats. Solid filler.
Traditional: No rating.
1 for 1 removal at it’s finest, and oh how I hate
Smashing ground played a huge part in the downfall
of Yugioh in the last Regressive format through over
use, a the illusion that essentially it was the best
removal worth using.
Smashing ground was, and always will be , the most
simplistic form of removal. You see something you
don’t like in the opponents monster field? Kill it.
They stole your monster ? Kill it. Want to attack
then directly? Kill it.
Its that sort of mindless simplicity that really got
under my skin. It made me angry to see every near -
competitive deck fail because the rise of cards like
Sakurtsu and this gave every monster a 2 turn limit,
and whenever a new card was released , especially
that larger monsters, it was deemed useless because
the opponent could ‘ always smashing ground it’. It
was beyond infuriating for me. Duelists expected to
always have a Smashing handy, and since it was
allowed in 3’s, it almost always was.
In the new format, it appears that duelists have
come to their senses and hindered their use of this
card, at least that ‘s how it appears. It’s still
revered as one of the best removal cards in the game
, but its not without its weaknesses.
Personally, I think the best way to counter it is to
keep your monsters face down, or to have a Book of
moon handy when the opponent may be packing. Also,
run some low defense monsters, and you should be
Traditional : 3/5
Advanced ; 3/5 Typically average at best.
Art ; The only thing I like about it, its Manticore
of Darkness punching the ground.
MPS ; 1/5
One of my favorite 1 for 1's. An all around good
card, never a bad top deck because it will kill that
monster hurting you. Never a poor opening draw,
because it opens the field for spirit reaper.
As far as the tournament scene goes, chaos sorcerer
and Zarborg are the main forms of monster removal.
But you can never have too much monster removal.
Not broken but d**n close to becoming one heck of a
One of the better concepts of fairness created.
First off I want to give props to my buddy MikeJ who
is now a cotd writer. You now have two cotd writers
who work at the same KFC in niagara falls.
Now to the review. Thankfully it is sort so I had
room to give the shout out to my buddy. Today we
look at Smashing Ground, a card that pretty much
everyone and their mom runs. Basically it's solid
removal for no cost. It's seen in 99% of all top
decks, with most running two copies.
Although far from being a staple, it's a solid, and
essentially brainless choice for a deck.
Traditional : 1.5/5 (why whould you run it here?
Text: Destroy 1 Monster with the highest DEF on your
opponent's side of the field
This little short print common can be worth more the
rare cards to some people. It's hard to find since
its short print, as well as highly playable. Its
effect is basically easy to use, much like Fissure.
Play it, kill something. Simple, no? Who doesn't
love something so simple?
Player A: Has one monster on the field you dislike
Player B: You have 1x Smashing Ground in hand.....
Do you wish to play it ? Yes or No insert computer
click to " Yes " sound}
Player B has selected Yes preceed to kill monster
Now that sounded like the terminator but thats
basically whats going through your mind right ? >.>
Traditional Format > 1/5: why bother you have Dark
Hole & Raigeki or better the Dragon
Advance Format > 4.9/5: 1:1 is always good but
sometimes you wish it was Fissure because of Spirit
Reaper (though rare)
Artwork > 3/5 > I still don't know whos hand is
smashing the ground? ( Exodia?)
Now we come to one of the true staples left in the
game. Smashing ground is
1 of the 2 main reasons why monsters stay on the
field an average of 2 turns. The other is Nobleman
of Crossout. Monster removal has never been easier
than in today's format, thanks to this, Saku, Mirror
Force, Widespread Ruin, Zaborg, etc...
On the Pojo Forum deck discussion board, this has
got to be one of the most suggested fixes in history
(right next to "add another Cyber Dragon").
Smashing Ground and his little brother Fissure, have
ways of turning games around for people. Chaos
Sorcerer has 2000 def making it a lightening rod for
this baby. The Monarchs have 1000 def which makes
them less of a target.
It cannot target face down monsters, but its
slightly restricted cousin, Nobleman of Crossout,
eats 'em at tea with biscuits and marmalade. So no
monster is safe.
Run this card if you can find it, and if you can't,
run his brother Fissure and his cousin Nobleman.
Then there is also his second cousin twice removed,
Hammer Shot, but run Smashing over Hammershot and
Bottom Line: Any Deck
Traditional: 3/5 - Raigeki rules the roost here, but
it can still be very usefull
Advanced: 4/5 - A great opening hand when going
second, and not a bad topdeck either.
Art: 3/5 - A steroid abused arm smashing from the
heavens and pounding the ground, original.
Until next time, HULK SMASH!
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