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Pojo's Yu-Gi-Oh Card of the Day

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.


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 :)

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,

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



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.




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.


Bob Doily
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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