Declare 1 card
name. If your opponent has a declared card(s) in
his/her hand, discard all of the declared card(s) to
the Graveyard. Otherwise, you randomly discard 1
card from your hand.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Mar. 16, 2015
This week we will be going over non-archetype techs
in the current metagame. The game has become very
archetype driven, so it’s very nice when a generic
card (especially one from the early years of the
game) rises to become a relevant tech choice, and
there’s quite a few in the current metagame.
Today’s card is Mind Crush, which was released all
the way back in
Soul of the
Duelist. The card is simple: declare a card name
and look at your opponent’s hand; if they have it,
discard all copies of it, and if not, discard a
random card from your hand.
It should be easy to see why this card is so popular
right now. The top two Decks are Nekroz and Qliphort,
both of which do a heavy amount of searching. This
card can shut down whatever play they were about to
make when used at the right time, while also giving
you valuable knowledge on what’s in your opponent’s
Other Decks in the meta besides these two also
search; you can use Mind Crush to eliminate a
Yosenju monster that has returned to the hand, or to
rip a Shaddoll Fusion out of the opponent’s hand.
Even against Burning Abyss you can use it to snipe a
Tour Guide that they searched.
This card is an absolute blowout against any Deck
that relies heavily on searching, so the current
metagame favors it a lot.
Welcome to Tech week. Cards that aren't
necessarily in everyone's Main Deck, and not the
most current of cards, but still useful and worthy
of a Tech spot in your Deck. We open the week
with Mind Crush. Mind Crush is a wonderful
Trap, not even for what it can do, but because it's
an intelligent card. If one uses this
intelligently, it's a one-for-one that is going to
work in your favor. Every time, period...and
it's that simple. If you're not playing
intelligently, short of the dumb luck of a guess,
it's simply a -2 for you. Yugioh needs more
cards like this. It's a very simple effect if
you know what you're doing...call a card name, if
it's in your opponent's Hand, it goes to the
Graveyard. If not, you lose a card from your
Hand at random. Mind Crush isn't the force it
use to be (for those of you who've played long
enough to remember just how powerful it was) but
disruption is fun, intelligent disruption is even
more fun. Try it and see if it works for you.
Right here we have what is an extremely useful hand
disruption Trap, and one that is taking up 2-3 slots
in many Side Decks currently, and for good reason.
Most Decks have an incredible ability to be able to
add a card from either their Deck or their Graveyard
to their Hand, and generally it can be done
Nekroz are one of the most proficient Decks at being
able to add cards to their hand as Manju, Senju,
Clausolas, Brionac, Unicore, Preparation of Rites,
Herald of the Arc Light and all of the Nekroz Ritual
Spell cards are able to add a card from “Somewhere”
to their hand.
Hitting a monster allows you to prevent the Summon
or effect of that monster and while discarding a
Ritual Spell card may not prevent them from being
able to Ritual Summon during the turn, if you get
rid of a Nekroz Kaleidoscope you can at least for a
turn hopefully prevent the Summon of a Djinned
It certainly is not as effective as Vanity’s
Emptiness is against them, but it clearly can slow
Qliphorts revolve around Qliphort Scout and Qliphort
Saqlifice as well as Summoner’s Art to get Scout as
quickly as possible.
And while 3 Mystical Space Typhoon and 2-3 Side
Decked Fairy Wind can be enough to limit their
searchers, being able to hit cards in your
opponent’s hand means that you can actually save
your MST’s/ Fairy Wind/ Twister for use against
Skill Drain and Vanity’s Emptiness specifically,
both being cards that Qliphorts like to sit on while
being essentially unaffected themselves.
Also, for some Decks, Mind Crush may be the only
real out they have to Apoqliphort Towers.
With Mind Crush, you can also happily MST your
opponents Saqlifice with the knowledge that you can
prevent the searched Qliphort card being used
Satellarknights make heavy use of Satellarknight
Deneb to keep their Summoning flowing continuously
each turn and without minus. While Satellarknights
will most likely then use Call of the Haunted to
recover Deneb, you have more options with which to
And at the very least you make them use an
additional play that they would have otherwise have
preferred to hold until a more suitable time.
Shaddolls while seeing a decline in play are always
annoying since each time you destroy or send a
Fusion monster to their Graveyard, they get to
recover a Shaddoll Fusion card, turning all your
work into nothing, this allows you to remove that
card from their hand before they can use it again
against you, and this lessens their ability to
Burning Abyss gain cards through Scarm and Dante,
removing a Tour Guide or Fire Lake or even a Burning
Abyss monster gained by either of those cards means
that you can prevent following plays or at least
force them to apply at an inconvenient time, giving
you more of an opportunity to be able to deal with
Monarchs of course not only have Swap Frog, but also
now have Tenacity of the Monarchs to add “Monarch”
Spell/ Trap cards to their hand with, Mind Crush can
work to further slow down the Deck and can also be
used to remove additional annoyances such as Battle
Fader, Gorz and Ghostrick Jackfrost.
Yosenju also have the majority of monsters that
return to their hand during their End Phase, so if
they have not been able to OTK you it is quite
possible that your Mind Crush can hit multiple
monsters of the same name.
Masked Heros have Reinforcement of the Army, E-Call,
Shadow Mist and Mask Charge to add cards to their
hand with, and Hero’s do run a very small amount of
monsters, so removing them from hand can be a very
effective way in which to prevent them from actually
being able to Summon any of the Masked Hero Fusion
And since Hidden Armory has made a rather
unsurprising increase in play due to the unbanning
of Snatch Steal, you can use this to prevent your
opponent using an added Snatch Steal against you at
an in opportune time.
There really is not a situation in which Mind Crush
is not useful and it can even be combined with
Compulsory Evacuation Device as a way to remove some
The only drawback to using Mind Crush is the fact
that you must have at least 1 card in hand in order
to be able to activate it… And of course you can
declare ANY card that is TCG legal, including Banned
cards, so if it benefits you to call it wrong, you
can always declare Chaos Emperor Dragon – Envoy of
On the very rare occasion, this can actually come in
Rating: 4.25. Very useful card, as you can see from
the Decks that I have stated above, Mind Crush is
able to hurt each and every one of them, making it
extremely valuable since you can expect to face all
of them in major play.
If you can fit 3 into your Side Deck it can pay off
Hello Pojo Fans,
Mind Crush has been a card that has been lurking
within Side Decks throughout several formats. While
its popularity wanes and rises with changing
strategies, its ability to be offensive and
defensive keeps it relevant.
Simple card to use, declare a name and your opponent
has to discard all copies of that card name from
their hand. If you are wrong, you randomly discard 1
card from your hand. With so many searching effects
in the format, this card at unlimited should be in
every Side Deck. Set it and wait for your opponent
to activate a searching card and go after that card,
or go after a card you are certain they have in
their hand that they hadn't searched.
Burning Abyss and Shaddoll decks can use three
copies of this card without any negative drawbacks
as all their monsters benefit from going to the
graveyard in addition to other effects of theirs.
Decks that need cards in the grave like Destiny
Heros and DARK-based decks also benefit from the
negative side of Mind Crush.
Have at least one copy in the Side Deck, no matter
what deck you are running.
Until Next Time
Today we look at Mind Crush. A normal Trap card
with a very simple, yet strategy breaking effect.
You declare a card name, if it is in their hand,
they must discard all copies of it, otherwise you
must discard 1 card from your hand. Mind Crush can
be described in one word, sneaky. You set this card,
and wait for your opponent to add a card from their
deck to their hand, using cards like Reinforcements
of the Army, E-Hero Stratos, or one of so many means
they use to get cards from their deck to their hand.
Then you strike with Mind Crush and send the card
they just got and any other copies to the graveyard.
You can nail key cards like Honest and make sure
they can't use it against you. Mind Crush can
disrupt your opponent's strategy, but you need
patience to play properly. Also it may get destroyed
before you can use it, and you can chain it and make
a wild call and hope you get lucky, if you are
willing to risk discarding one of your cards if you
are wrong. Mind Crush is worth a spot in your side
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