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Pojo's Yu-Gi-Oh Card of the Day
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Card Destruction
Super Rare
Both players must
discard their entire hands and draw the same number
of cards that they discarded from their respective
Decks.
Type - Magic
Card Number - SDY-042
Card Ratings
Traditional: 2.9
Advanced:
3.5
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.07.06 |
ExMinion OfDarkness |
Card Destruction
And staying on the subject of card advantage...
Card Destruction has a specific set of decks it
should go into. It's a staple in deckout
(obviously), it's staple in one turn kill decks, to
cycle through the deck faster to get the pieces of
the combo, and you'd be stupid not to include it in
Dark World as well, as giving up one card is usually
well worth the special summons you'd get from it.
(And if you discarded a Broww, you get that card
back anyway.)
Other decks just lose out by running it. Unless you
have a specific reason that you'd give up advantage
to gain extra cards, there's no reason to run a -1
that could just as well end up helping your
opponent.
1.5/5 Traditional
3/5 Advanced (basically combined the 1/5 for regular
decks and the 5/5 of the decks that do get a benefit
out of it)
|
Dark Paladin |
Today we look at one of Yugi's signature cards from
the anime, Card Destruction. The effect is simple.
Both players discard all the cards in their hand and
redraw the same amount. Keep in mind, even though it
replenishes your hand, Card Destruction is a -1. You
lose the card itself, but it could be worth it.
Card Destruction has all the pros and cons of
Morphing Jar, in my opinion. The only real
difference is the fact that Morphing Jar gives both
players exactly 5 cards. Card Destruction gives you
both how many you all ready had.
Card Destruction is definately near staple material
in your Dark World decks though. It gives you a free
dump of your monsters but keep away if your opponent
is running Dark World.
Ratings:
Traditional: 2.85/5
Traditional Dark World: 4.35/5
Advanced: 3.25/5
Advanced Dark World: 4.85/5
Art: 2/5
You stay classy, Planet Earth :)
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Ryoga |
Card Destruction:
Hey, a decent week of cards. Wow!
Card Destruction is as old as Yugioh is and it has
gone in and out of fashion quite a few times. At the
moment, it isn't particularly popular as:
-Dark World might be played;
-It is technically a -1;
-Contrary to belief, this doesn't actually do
anything to your opponent unless they run a combo
deck.
To explain the last one, think about playing Card
Destruction on turn 1. You might discard powerful
cards and isn't life is so much better if you know
the Heavy Storm is already gone? Well, all you di
was replace the cards. The initial 5 were random,
and so are these. Any decent deck builder won't care
which hand of 5 cards they start with, since they
should be able to work with most anything. In fact,
knowing that certain cards are gone helps them plan
what to expect from their deck.
Overall, a nice effect, and if you run combos and
really need to draw NOW, this is wonderful.
Otherwise, meh.
Traditional: 3/5
Advanced: 3.5/5
Combo Decks: 4.5/5
Share and enjoy,
Ryoga
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Dark Maltos |
Card Destruction
Card destruction is a card that has been used by
virtually every anime character, which I suppose is
an easy way of getting past the bad hands the
characters would obviously have.
Until recently, I ran this card in all my decks,
just as a nice way of changing my chances in a tight
spot. Card destruction is a card that can be
splashed into any deck, with a decent success rate.
It’s pretty much just a standard card, and a card to
put in if you have a free slot. Card destruction
will never hurt a deck, except it can be a pretty
bad top deck sometimes.
Not only can it save you, it can also mess up an
opposing plan, for instance, get rid of the Don that
they just got with Sangan, or reinforcements of the
army.
Now you can’t review this card without reviewing the
Dark World monsters. This is the pure way to abuse
this card, summon your 3 Silva’s , Golld’s, or draw
with Broww, THEN draw the same number of cards you
just discarded, that way gaining monumental
advantage. Of course, be weary of opposing Dark
World cards…..ouch….
Oh, before I forget, I like combining this with
Morphing Jar, to draw 5 , then draw another 5, its
just fun whilst it lasts.
Traditional : 3/5 - Average in a standard, 5/5 in
Dark World.
Advanced : 3/5 , for the same reasons.
Art ; 3/5
|
Rj |
Card Destruction
Card destruction is an old favorite, originally
released in LOB (I think ;x).
Its effect is, simply, you play this during your Mp1
or 2, and you discad your entire hand and draw the
same number of cards discarded.
Card Destruction itself doesnt count towards the
total, though. Like if you played it on your first
turn, draw six, play it, and you would draw 5 cards.
Etc.
Playability wise, this card doenst see much play
these days. But thats not because its bad, mind you.
Its a good card in the right deck, anywheres else
its noob ;/.
That right deck, is of course, MPT. Whats MPT? Why,
its one of the top decks in Japan. It stands for
Merchant Pot Turbo, it utilizes Thunder Dragon,
Dekoichi, Magical Merchant, and Pot Of Avarice to
gain advantage over the opponent. Its much different
than regular FFC, some versions I've seen even
included three royal decree's.
Thunder Dragoning and than playing this would be
nice, deck thinning to the max, plus a new hand.
Like, its decent in FFC type things, I guess if you
wanted to go that way, but its only really good in
MPT I think.
Traditional -- 2/5
Constructed -- 2.5/5
-RJ
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Otaku |
Hello all,
Otaku messed up his computer a bit so this
review is going up late.
Fortunately, it is Card Destruction,
making it a simple review. Or rather, it should
be, but as usual, the inability of many skilled
players to relate to the “common folk” makes
them forget something: pros tend to be really,
really good and that affects how they should
play.
Let me explain what I mean: if you are a great
Yu-Gi-Oh player, you know how to build your deck
so it has a minimal amount of luck dependant
situations. Cards won’t have any “real” combos,
or if they do, they are entirely optional. For
example, Smashing Ground destroys an
opponent’s Monster, saving you from further
attacks. If you use it to clear the field, and
then summon your own strong Monster… technically
it’s a combo, but the most rudimentary kind.
Now, for those of us at a lower skill level, if
we do that, we naturally won’t win as much.
Maybe we make less effective calls at building
our deck, maybe we make more mistakes when
playing, maybe both. For us, a card that is
luck dependant can be a good thing. It comes
down to “If I get lucky, this card can help me
win the game. If I don’t, I will probably
lose. If I run this other,
non-luck reliant card… I still am
probably going to lose to a good player.”
This is part of where Card Destruction
comes in. For those of us who still make
mistakes when building or playing, we can bite
the bullet and get a new hand (minus one card).
Now, even if you have some skill, this still is
good for you: much like with Painful Choice
you just got five cards that anyone would give
you the win that turn, a good player will use
Card Destruction when the odds of drawing
the card he needs to win off of it are high.
It’s only the “2 1337 2 b347” (yes, my
1337-speak is bad – needless to say I am not
1337) crowd that should avoid it. That’s actual
elite players… you know… who don’t constantly
have to remind you they are “elite”.
I have also heard people complain since your
opponent has the same odds of getting a good
hand. Obviously, if they are a skilled expert,
they have an even better chance. So how can
this help you here? First, the risk of them
getting a perfect hand off of your Card
Destruction are low, and unless they are
running Dark World or something, it will
cost them to have gotten it, and they don’t get
first dibs on it, either. If their deck has
nothing that can’t hurt you, at least they have
that many less options. I know many don’t get
this concept, or even understand it but refuse
to believe. Well, having both used Card
Destruction extensively and had it used
against me quite often, it is. You nail a
Heavy Storm or a Dark Hole,
especially if Magician of Faith is
already gone, then obviously you can play more
freely. Given the amount of single copy
staples… you can remove quite a few options, at
the cost of giving the opponent others.
How awkward is it to lose your hand, even if you
get just as many cards back? Well, it all
depends on what was in the hand and how long
you’ve had it. But even if it’s not that old,
it still means all that effort planning, based
on the cards you used to have,
was wasted. Even for
the best players… it’s a pain. For less
experienced players or combo heavy decks, it can
be fatal.
Oh, and the same arguments for and against using
it apply to Morphing and Cyber Jar.
Personally, I find them delightful together.
Ratings
Traditional:
2/5 – It isn’t the best disruption. It isn’t
the best draw power. From what I here, Dark
World decks are more prominent, or at least
more successful, here. So the score is low as
it becomes a deck specific card.
Advanced:
4/5-For those players who don’t regularly T8 at
Regionals, strongly
consider it.
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Bob Doily
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Card Destruction
Continuing the week of looking at cards that come in
and out of favour we have Card Destruction. Now I’ve
seen this used in many decks, right now it is most
successful in Dark World decks, but I’ve seen it
used as a draw card. To me that isn’t a good use
since it is a –1 and since it gives the opponent
resources. At the same time I’ve seen it used as a
pseudo-prenegator y eliminating good hands that the
opponent has.
This versatility is quite unprecedented, especially
when considering the context of which this card was
released. But it is what has constantly brought this
card into debates, and why this card will most
likely see some sort of play on and off for
eternity.
Card Destruction’s versatility extends to the often
forbidden area of FTK/OTKs. Simply put blowing
through cards in your deck to set up your win
condition is amazing. For example, say you have
nothing useful at the time in a Scientistesque Cyber
Stein deck, boom Card Destruction to send
potentially tributes to the grave (Chaos Mage or
Catapult Turtle) to speed through the deck to a more
suitable hand (which usually happens, look at the
statistics behind the odds of drawing certain cards
in those decks).
Finally Card Destruction has one more use, and it’s
probably my favourite. MILL. Yes I’m guilty of
running Mill in the past, but it was just so much
fun and effective. For those who don’t know Mill
involved this: use Cyber Jar multiple times via The
Shallow Grave and Book of Taiyou, on the same turn.
Then play Card Destruction and Serial Spell to deck
out your opponent before they could do anything. (5
card opening hand+15 (3 cyber jars) * 2 (card
destruction + serial spell) = 40 for deckout) This
was one of the most effective FTKs of all time, IMO
probably second to the infamous Magical Scientist,
and resulted in the restriction of Book of Taiyou to
prevent it from being abused.
Overall Card Destruction has several uses, but only
in the right deck, otherwise it’s not really worth
it at all.
Traditional: 3.2/5 (Dark World is stronger in
traditional)
Advanced: 3/5
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