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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Smashing Ground
Destroy 1 monster with the highest DEF on your
opponent's side of the field.
Card Number - DR2-EN094
Card Ratings
Traditional: 1.75
Advanced:
2.60
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
March 27, 2014
Back to the main COTD
Page
|
Leo
Kearon |
Smashing Ground
Normal Spell
Destroy the 1 face-up monster your opponent controls
that has the highest DEF. (If it's a tie, you get to
choose).
Next up in ye olde card week is Smashing Ground, the
DEF version of Hammer Shot.
Smashing Ground as a simple effect it destroys 1
monster your opponent controls with the highest DEF
and if it’s a tie, then you choose. While Hammer
Shot is better at getting rid of the monster that is
probably the biggest threat, it can blow up in your
face and destroy your own monster; Smashing Ground
doesn’t have that problem but generally High DEF
means weak ATK, so it might not get rid of the
monster you are hoping for.
Overall, a solid destruction card, nothing massive
but it has no cost or massive drawbacks like many
cards.
Traditional: 3/5
Advanced: 3/5
|
Cyberplum |
Happy Thursday folks, almost at
the end of the week. Once again today we look at an
old card, and a classic method of removal, Smashing
Ground.
Like it's cousin Fissure, Smashing Ground destroys a
single monster on the field without targeting it.
It chooses its victim based on who has the highest
defense, so while you need to pay attention to what
you're doing to avoid hitting something you didn't
mean to, it can generally be used to remove the
greatest threat you're facing. Kaiser Colosseum
players can certainly take advantage of this since
their opponent will typically only control one
monster.
But does it have a place in today's game? It's a
one-for-one trade as far as resources, but resources
aren't really measured the same today as they were a
few years ago. XYZ and Synchro monsters, while only
a single card themselves, require multiple cards to
produce. For example, say you bring out a Photon
Thrasher, normal Photon Crusher, and XYZ into
Utopia, pass turn. I play Smashing Ground. I trade
my spell for your monster, but really you lost two
cards to create that resource. By managing your
resources well and being patient, you can use the
card to its fullest potential to either destroy a
high-profile monster, or force your opponent to
waste a defensive card to save it.
Smashing Ground does not belong in every deck.
There is plenty of themed removal out there that is
searchable and in some cases, reusable. Examples
like Bujingi Quillin, Sylvan Marshalleaf, Spellbook
of Fate/High Priestess, Inzekor Hornet, Fire Fist
_______, and many more. But once again with the
stun theme, if you're not running a themed deck or
don't have a themed destruction card, you might
consider this.
Traditional: 1/5
Advanced: 3/5
Art: 3/5
Thanks for reading!
|
Christian
Moss |
Smashing Ground is a normal
spell card which allows you to destroy the one face
up monster your opponent controls that has the
highest defense. Right away we can notice that this
is a "one for one" resource card, meaning it
requires just itself to use, and it destroys one
monster (resource) your opponent controls.
What really allows Smashing Ground to shine and
continue to be effective even to this day, is how it
destroys without targeting. Since this card doesn't
specify targeting, it is able to bypass a lot of
restrictions pertaining to monster removal, where
other card effects fall short. Also, monsters with
higher defense values tend to have high attack
values as well, so more often than not this card
will be able to destroy your opponents most
threatening monster. And of course, when your
opponent only controls one monster, Smashing Ground
is easily capable of eliminating it.
Smashing Ground is a normal spell with a spell speed
of one, so it is slow, and cannot be activated
during your opponents turn. Also, in certain
instances, since Smashing Ground does not allow you
to choose which monster will be destroyed, it isn't
always as reliable as you might need it to be.
Despite these drawbacks, Smashing Ground is a solid
tech choice for monster removal which is still
viable even to this day.
Ratings:
Traditional: 1.5/5
Advanced: 2.5/5
Mechanic Design: 3/5 ("One for one" resource monster removal with
no cost and non-targeting mechanic. The downside
being you cannot select between multiple monsters,
and as such, it can be inconsistent or unreliable)
Art: 4/5 (A giant hulk arm and fist smashing
through the ground, with visually stunning flare)
|
Baneful |
Smashing Ground
Released in Invasion of Chaos (2004), Smashing
Ground became an important card because it was an
era where cards are beaters you were supposed to
care about when they died. Like... well... D.D.
Warrior Lady. Fissure originally was the
1-for-1 removal to use, but Smashing Ground's
high-DEF clause ensured the bigger monsters
(usually) would die first.
It's a 1-for-1, but the problem is that it
doesn't work quite well in the modern era. By the
time it's your turn, your opponent's monster has
already activated its effects. Smashing only
destroys cards after they've served their purpose.
Too late. You want to negate them and destroy them
before they can attack your life points. Or have a
deadly combo to help your deck type. In short,
Smashing is too slow. It was great for a slow
format. Today, not so much.
Smashing Ground isn't a bad card, but since the
game has sped up, it's usefulness has sharply
declined. In Traditional, where there's cards like
Raigeki, forget about it.
Traditional: 1.5 (Bad)
Advanced: 2.5 (Okay)
|
tails512
YouTube |
Smashing Ground is no longer the go to card for
individual monster removal. The most prominent card
currently in that category is probably Raigeki
Break, which is a trap (and thus can be used on your
opponent's turn) and has the added benefit of being
able to target any monster, spell, or trap. Most
players don't want to run monster removal in the
form of spells anymore, as you can lose before your
opponent even passes their turn back to you. Even if
you do run spell monster removal, Dark Hole and Soul
Taker are generally better options. Dark Hole
obviously destroys all your opponents monsters, not
just one, and Soul Taker allows you to choose which
you want to destroy and can make monsters like
Lightpulsar Dragon miss timing. Smashing Ground
might not even be able to destroy the monster you
want it to if they have another with more defense.
Smashing Ground does have the advantage over Soul
Taker in that Smashing does not target. This lets
you play around cards like Bujingi Turtle. That's
about it though, as far as positives go. There are
simply better options at this point, even if you
want to play individual monster removal.
Rating: 2/5 (Bad)
|
Dark
Paladin |
Thursday
Smashing Ground, one of the simplest and perhaps
most effective little Magic cards out there. It
destroys an opponent's Monster with the highest
defense, you choose, if tied. This is a great
example of a 1-for-1, maybe a -1 if it gets negated
via effect, and maybe a +1 still if your opponent
has to give something up to use this. But you should
always at least break even. It's a card that's
always been pretty much up to preference. I know
we're more about Monster effects these days, but
still good certainly.
Ratings:
Traditional: 2.5/5
Advanced: 3.5/5
Art: 4/5
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