Mind Haxorz, certainly not a new card (like the rest
of the week!) but one of the more useful Trap cards
out there. While this is one of those cards that
doesn't specifically give you any advantage (at
least not immediately) its certainly useful tech,
and/or as a combo card. For the cost of 500
Lifepoints, you get to view your opponent's Hand,
and all the set cards on their Field. At the very
least, even if you can't do anything about what you
see, you obviously know what's coming. Sometimes
that matters, but sometimes losing surprise can
really throw a kink into things...not necessarily
what, but how.
Ratings:
3/5 all around...helpful for some, useless for
others, not likely to have room in most Decks I
reckon
Art: 3.5/5
John Rocha
We start the week off with an old card from Rise
of Destiny, called Mind Haxorz. Mind Haxorz can give
you a tremendous advantage over your opponent by
giving you knowledge of every card you opponent
currently has. The disadvantage is that it is a (-1)
and is not good card management. It is that trade
off that you need to look at when deciding to play
this card or not.
In the right deck, this card could be very good if
you can find the room. Mind Haxorz is all about
control and that is what Dark World does best. With
Mind Crush at two, Deck Devastation Virus, and Trap
Dust Shoot, controlling the hand and Grapha
controlling the field, Dark World decks get an added
boost from Mind Haxorz.
Knowing what your opponent has on the field and in
the hand can give you all the information you need
to win the game. You can play around that Gorz or
Solemn Warning. Most people are finding this out
with Trap Dust Shoot. Card advantage also wins games
so. It is also not a good top deck card. Like Trap
Dust Shoot, if you get Mind Haxorz early in the
game, your success rate goes up. You probably do not
want to run three of this card as starting with two
of them really hurts your card advantage.
I think good players would rather have card
advantage as they can usually read what their
opponent has on the field and in the hand by the way
their opponent plays their cards.
Traditional: 1/5
Advanced: 2/5
Miguel
It's a good week to be a pojo reviewer this week.
First up is an oldie in Mind Haxorz. A trap card
that lets you pay 500 to look at your opponent's
hand and all face down set cards they control. For
mere pennies, you can see what your opponent is up
to. This card lets you plan around your opponent's
strategy, especially if they are trying to bluff you
with a few set back row cards with no protection
from your Heavy Storm. Haxorz and Mind Crush were a
brutal tag team back in the day. See what your
opponent has, activate Mind Crush to get rid of
their best card. With set cards being such a big
secret, is it worth your opponent to pay either 2000
or half of their LPs to keep those cards a secret?
Try using Mind Haxorz to find out. A good card to
catch your opponent off guard and make them think
about stopping you, or letting you see what they
have and are up to.
Traditional: 2
Advanced: 3
Tomorrow: Please have exact bus fare.
I have actually loved this card ever since it first
came out, and will until the end of time, unless
Mind Crush and Trap Dustshoot get banned. Anyways,
the first thing that you must know is that it is a
-1 in advantage, unless you score 2 cards off of a
Mind Crush, but don’t let that scare you away. You
are paying 500 lp for all of the information you
could want basically, which could be very valuable
in the right deck. In no way am I suggesting that
you use this card, because you should be worried
about not using cards that make you minus, but it
does have uses. Have enough cards in your hand to
make a huge push but your opponent make have
something threatening in their backrow? No need to
fear, get that information and plan accordingly. All
in all, there are better options to use, and you
need those slots in your deck for cards to help
yourself more