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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Card of Demise
- #MIL1-EN014Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the Graveyard. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.
Card Rating
Advanced:
3.45
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
April 18, 2016
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RCG |
Card of Demise
Outside of an OTK, which I won’t bother discussing,
Card of Demise is interesting. Without the ability
to special summon during the turn you use it, it’s
limited in use to decks that desperately need that
one card, or to themes that make good use of either
not having a hand or that plus from sending cards to
the graveyard from the hand. Note, it’s not
considered “discarding” which is unfortunate.
The only deck I’ve currently seen it running in on a
semi-consistent basis is Satellars, which is wholly
reliant on Deneb. But, it’s not great in the deck my
any means. My first thought was for Infernities, and
I have seen them in certain builds but not all. For
a theme that requires a turn to break out its combos
as soon as possible, not being able to special
summon might be too much a deal breaker. And this
isn’t to mention the fact that if you draw into
another one, it’s dead weight, unless you have room
in your backrow to set it, which is rarely the case
for an infernity deck that just got +2 and can’t
special. Another deck I’ve seen Card of Demise work
well enough in is Igknights, which is an entire
engine that can go off and easily risk not special
summoning for a turn. Load up the extra deck, then
set what you can. If you draw into only Igknight
monsters, you can pop them all to the extra deck
except for your scales and a normal summon.
The future potential of this card can’t be ignored.
Drawing 3 cards is drawing 3 cards, and all cards
that let a player plus like that get banned
eventually. It’s just a matter of time when
something comes along to abuse it perfectly.
Igknights is a perfect example, even if it doesn’t
make perfect use of it. All it takes is for one or
two new cards to make great use of it, and it’s
broken.
Advanced: 3/5
Future Potential: 4.5/5
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Baneful |
Card of Demise
Wow. I'm really happy they decided to release these
long-awaited anime cards. They managed to make this
card strong but also with restrictions. You
potentially plus 2 and thin your deck in an instant.
Of course, you have to be low in hand, give up on
attacking/Special Summoning but these aren't
entirely unreasonable demands. Considering you can
use up the cards before your turn ends effectively
makes the discard penalty not a very big concern.
It's not for every deck, but it will have a broad
range of uses nonetheless.
4/5
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Kingof
Lullaby |
Hello Pojo Fans,
Players have been waiting for this ever since it
first appeared in the show. Now that it is here, and
watered down, Card of Demise will still make an
impact.
A max of 3 cards off this one is good, but unlike
the show, your hand will be discarded at the end of
the turn rather than several turns later. Also, no
damage for the rest of the turn eliminates your
chances of doing any Life Point damage.
Despite that, you can still destroy monsters your
opponent has and assert your field position. The
discard can also work in your favor if you are
trying to get something into the grave. Shaddolls
needed a bump in support as they didn't get much
from the newest ban list. Lightsworn also get
another card to potentially use. This is draw power
and grave-filling ability. If you need stuff in the
grave this card can do that for you. If you need
extra cards, this is for you. You could potentially
use everything in your hand and avoid the discard
all-together.
The positives of this card are too great and it
will likely get hit by the ban list in the fall.
“Once per turn” isn't enough of a restriction to
stop the combos that are likely to follow with this
card.
Advanced-4/5
Art-3.5/5
Until Next Time
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Warlockblitz
YouTube |
This seems to be an easy review week. I say that
because Spells and Traps are (usually) very
straightforward. Card of Demise is a Normal Spell
Card that says Draw until you have 3 cards. Then
there are a bunch of conditions like your opponent
takes no damage for the rest of the turn after you
activate it. That's not too bad, especially during
turn one where you can't attack. You can only
activate one per turn, which also isn't so bad. Many
cards have that restriction. The final restriction
is that you can't Special Summon during the turn you
activate Card of Demise. That's more of a doozy. All
decks want to Special Summon sometimes, even
Monarchs and yang zings. Pot of Duality and CardCar
D don't get much play because their draw power
doesn't out weigh the restriction to not be able to
Special Summon for that whole turn. This is already
a very risky card.
The final effect of Card of Demise is to send your
entire hand to the Graveyard during the End Phase. A
lot of decks really want cards to be sent to the
Graveyard by an effect like this. This won't bring
back Shaddolls, but PK Fire might want to try one
out if they don't mind missing the Special Summons.
Score: 3.5/5 Draw Power is good.
Art: 3/5 Original artwork was better.
-WarlockBlitz
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