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Pojo's Yu-Gi-Oh Card of the Day
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Mind Crush
Common
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.
Type - Trap
Card Number - SOD-EN056
Card Ratings
Traditional: 3
Advanced:
2.85
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 04.27.05 |
ExMinion OfDarkness |
Mind Crush
A slightly weaker yet still potent version of D. D.
Designator here for today's review.
There are two kinds of hand control decks in YGO:
pseudo-hand control decks -- ones that really don't
focus on the hand control but just use the most
broken cards they can to discard -- Delinquent Duo,
Don Zaloog, Spirit Reaper in the current Advanced
Format, and Confiscation, Forceful, and the like in
the older one. Then there are the pure control decks
-- decks that actually focus on the opponent having
zero options instead of it just being a possibility
from a few overpowered cards.
This card belongs in the second variety of Control
decks.
With Confiscation and Forceful gone, this card loses
some power -- Delinquent Duo may hurt the worst but
won't give you a list of the cards the opponent has
in hand...but combined with other cards, this thing
can see some use:
For example...an optimal opening hand for the pure
Control deck:
Delinquent Duo (opponent now has 3 cards), set this
and Trap Dustshoot. Opponent draws (now has 4), Trap
Dustshoot so you see their hand and most likely get
rid of a monster (now they have 3 cards) and then
you know what they have and can get rid of their
best threat with Mind Crush (they have 2 cards).
In the old format, some players might use Painful
Choice to get 3 Trap Dustshoots, Confiscation, and
The Forceful Sentry so they could get some form of
control no matter what the choice was. Any player
who may have done that might want to use this card
in the new format.
You may notice I haven't mentioned the downside --
yes, it's possible that you're going to lose a card
from hand, but if you play this card correctly, it
shouldn't happen that often. But if you have
absolutely NO idea what the opponent has and want to
see their hand, you can do one of two things:
*Take a wild guess at a broken card -- you might get
lucky and nip their Pot/Graceful/Delinquent
*Set your whole hand minus one card, then activate
this and call Heavy Storm -- if you're wrong, you
discarded the card you wanted to get rid of, and if
you're right, the entire reason you'd be scared to
set your whole hand is now gone. Either way, you
still know what's in their hand.
Traditional: 2/5
Advanced: 3.25/5
Limited: 2/5 (unless you know the entire set by
heart)
|
Tranorix |
Mind Crush
Say hello to Mind Crush, which is essentially D.D.
Designator. But a Trap. And it doesn’t remove cards
from play, just discards them to the Graveyard.
That being said, Mind Crush is a good card. If you
can get a glimpse of your opponent’s hand, it’s
basically as good as Confiscation – if not better,
since, you know, you don’t pay 1000. And of course,
there are lots of cards that let you see your
opponent’s hand – Mind on Air, Ceremonial Bell,
other Mind Crushes, Mind Haxorz, etc. When your
opponent takes something with Sangan, you can also
use Mind Crush and get that.
Run this in a Control Deck or even as a nice
surprise card in a more typical deck. Why not,
right?
Traditional – CCCC: 3/5
Traditional – Control: 4/5
Advanced – CCWC: 2.5/5
Advanced – Control: 3.5/5
OVERALL RATING: 3.3/5
|
Snapper |
Mind Crush
As NPT Week continues, we come to Mind Crush, a Trap
that requires knowledge of the opponent’s hand to be
truly useful.
After declaring a card name, MC forces the opponent
to discard all cards of that name from their hand.
If they don’t have a card of that name in their
hand, you must randomly discard a card from your
hand. Now as has already been said, MC requires
knowledge of cards in the opponent’s hand, but how
can you do that? Cyber Jar should be helpful in this
plight, but you could also wait for the opponent to
use something like Sangan or Magician of Faith. So
lets pretend your opponent used a Reinforcements of
the Army to put a Marauding Captain in their hand.
You activate MC planning to discard just one
Marauding Captain, and to your surprise your
opponent has 2 Marauding Captains in their hand.
Guess who just killed two birds with one stone? You!
Now what happens if you’re wrong about your MC
declaration? Well, you first get to examine the
opponent’s hand to confirm that they have no copies
of the guessed card; so that’s a victory for you in
the long run. Then comes the unpleasantness of
randomly discarding a card from your hand, which may
turn out to be a positive; you could end up
discarding Sinister Serpent or a high Level monster
that’s simpler to just revive in the Graveyard.
Despite MC’s great potential to benefit you, it is a
card that requires some patience if you want to
guess correctly. Personally, I’d just assume use
Delinquent Duo; you don’t need to worry about losing
a card from your hand and your opponent will be
losing two cards. But if your opponent has the nasty
habit of having multiple copies of the same card in
their hand at any given time, MC may be just the
card you need.
Advanced: 3/5. It can be a useful card; I’d just
assume use Delinquent Duo.
Traditional: 3.5/5. Making the opponent discard is
better than sliced bread in Traditional.
Overall: 3.25/5.
Art: 3/5. It’s an interesting picture, but I don’t
see how it relates to the effect.
|
Coin Flip |
Mind Crush is useful. I myself used it to high
effectivity a while back (at least 8 months,
actually) in a deck focusing purely around looking
at the opponent's hand and saying "No, you can't
have that kthxbi". The offensive use of it in
offensive play is like this:
Once you know one card in an opponent's hand, you
take care of it with Mind Crush and lose a card to
kill at least one card in your opponent's hand and
take a peek at the rest, too. This works well with a
lot of cards. Using it with Compulsory Evacuation
Device on, say, a Pyramid Turtle, and then using
Mind Crush and discarding two Pyramid Turtles is
always fun. If your opponent is just plain foolish
and keeps their hand low enough that they tilt it…
Bam. Using it with Deck Devastation Virus is just
mean.
And if it backfires, you are in some serious
trouble. So just don't let it backfire. You'll be
entirely happy.
General:
Traditional: Confiscation + Forceful = 3.1/5
Advanced: 3.3/5 (Playing outside the norm is
slightly more normal here.)
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