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

Smashing Ground

Destroy 1 monster with the highest DEF on your opponent's side of the field.

Type - Spell
Card Number - DR2-EN094

Card Ratings
Traditional: 4
Advanced: 4.45

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Date Reviewed - 07.13.06


ExMinion OfDarkness
Smashing Ground

Looking back at Icarus Attack, if there's any other theme-specific support that destroys an opponent's monster, it's got a lot to live up to if it's gonna be played over Smashing Ground.

Basically, Smashing Ground reads "kill your opponent's strongest monster for free." We've been using it for pretty much two banlists. It clears out opponent's threats, nukes that Reaper that's been plaguing you when Zaborg isn't available, and basically simplifies the game (and we know that the Return deck loves to use as many 1/1s as possible to get the game down to topdecking, then a single Return swing usually means the end of it.)

The only real defenses to it are Book of Moon, or Enemy Controller sacrificing your monster to take theirs, knowing that theirs will get hit by the Smashing when the chain resolves, turning it into a 2 for 2. (This seems to work well given that your opponent will typically summon first, THEN Smash to avoid a Torrential.)

Granted, we've been seeing less of it in Top 8 decks as players try out the Creature Swap combos again, and use more Controllers and whatnot to go with their Decree lineups, but it's still a very good card you should expect to see several times over the course of a tournament.

4.95/5 (it ain't perfect, but it's damn good at what it does)

Smashing Ground:
Another card who's popularity has decreased as of late.

It seems in this format (well, as far as decklists seem to imply) that people do not need to destroy monsters as desperately as they used to. Smash, and its relatives, have always been the reason high level monsters or those with complicated summoning conditions are never that good. Why put in all the effort if one common can clear your Big Koala off the field? Mostly, if your deck requires more field prescence, this could help.

Traditional: 4/5
Advanced: 4.5/5

Share and enjoy,

Smashing Ground

More great cards!

Smashing Ground is a great card. This cards value has increased so much in the two most recent formats (Including this one obviously.) because its like, the best 1-1 card available along with Sakuretsu Armor, and its great removal. =)..

Uh, not much to say on this CoTD. In decks using Mystic Tomatoes and other searches this card is ran in Trips forr a reason, after a Breaker the Magical Warrior attacks your Mystic Tomato, you can destroy their defenses with yesterdays card, and play this one on your turn to snag a card from their hand with the reaper you pulled with Tomato! its also great when you have advantage and the only thing blocking victory is a pesky reaper...;].

Constructed: 5/5, this was one of the main cards that shaped recent formats. Solid filler.
Traditional: No rating.

Dark Maltos


Smashing Ground :

1 for 1 removal at it’s finest, and oh how I hate it.

Smashing ground played a huge part in the downfall of Yugioh in the last Regressive format through over use, a the illusion that essentially it was the best removal worth using.

Smashing ground was, and always will be , the most simplistic form of removal. You see something you don’t like in the opponents monster field? Kill it. They stole your monster ? Kill it. Want to attack then directly? Kill it.

Its that sort of mindless simplicity that really got under my skin. It made me angry to see every near - competitive deck fail because the rise of cards like Sakurtsu and this gave every monster a 2 turn limit, and whenever a new card was released , especially that larger monsters, it was deemed useless because the opponent could ‘ always smashing ground it’. It was beyond infuriating for me. Duelists expected to always have a Smashing handy, and since it was allowed in 3’s, it almost always was.

In the new format, it appears that duelists have come to their senses and hindered their use of this card, at least that ‘s how it appears. It’s still revered as one of the best removal cards in the game , but its not without its weaknesses.

Personally, I think the best way to counter it is to keep your monsters face down, or to have a Book of moon handy when the opponent may be packing. Also, run some low defense monsters, and you should be fine.

Traditional : 3/5
Advanced ; 3/5 Typically average at best.

Art ; The only thing I like about it, its Manticore of Darkness punching the ground.
MPS ; 1/5



Smashing Ground

One of my favorite 1 for 1's. An all around good card, never a bad top deck because it will kill that monster hurting you. Never a poor opening draw, because it opens the field for spirit reaper.

As far as the tournament scene goes, chaos sorcerer and Zarborg are the main forms of monster removal. But you can never have too much monster removal.


Not broken but d**n close to becoming one heck of a staple

One of the better concepts of fairness created.

Bob Doily
Smashing Groung:

First off I want to give props to my buddy MikeJ who is now a cotd writer. You now have two cotd writers who work at the same KFC in niagara falls.

Now to the review. Thankfully it is sort so I had room to give the shout out to my buddy. Today we look at Smashing Ground, a card that pretty much everyone and their mom runs. Basically it's solid removal for no cost. It's seen in 99% of all top decks, with most running two copies.

Although far from being a staple, it's a solid, and essentially brainless choice for a deck.

Traditional : 1.5/5 (why whould you run it here? why?)
Advanced: 4.5/5
MikeJ Smashing Ground

Normal Spell

Text: Destroy 1 Monster with the highest DEF on your opponent's side of the field

This little short print common can be worth more the rare cards to some people. It's hard to find since its short print, as well as highly playable. Its effect is basically easy to use, much like Fissure. Play it, kill something. Simple, no? Who doesn't love something so simple?

Player A: Has one monster on the field you dislike greatly
Player B: You have 1x Smashing Ground in hand.....

Do you wish to play it ? Yes or No insert computer click to " Yes " sound}

Player B has selected Yes preceed to kill monster

Now that sounded like the terminator but thats basically whats going through your mind right ? >.> <.< >.>

Traditional Format > 1/5: why bother you have Dark Hole & Raigeki or better the Dragon

Advance Format > 4.9/5: 1:1 is always good but sometimes you wish it was Fissure because of Spirit Reaper (though rare)

Artwork > 3/5 > I still don't know whos hand is smashing the ground? ( Exodia?)

Pippin Smashing Ground

Now we come to one of the true staples left in the game. Smashing ground is
1 of the 2 main reasons why monsters stay on the field an average of 2 turns. The other is Nobleman of Crossout. Monster removal has never been easier than in today's format, thanks to this, Saku, Mirror Force, Widespread Ruin, Zaborg, etc...

On the Pojo Forum deck discussion board, this has got to be one of the most suggested fixes in history (right next to "add another Cyber Dragon").
Smashing Ground and his little brother Fissure, have ways of turning games around for people. Chaos Sorcerer has 2000 def making it a lightening rod for this baby. The Monarchs have 1000 def which makes them less of a target.

It cannot target face down monsters, but its slightly restricted cousin, Nobleman of Crossout, eats 'em at tea with biscuits and marmalade. So no monster is safe.

Run this card if you can find it, and if you can't, run his brother Fissure and his cousin Nobleman. Then there is also his second cousin twice removed, Hammer Shot, but run Smashing over Hammershot and Fissure.

Bottom Line: Any Deck
Traditional: 3/5 - Raigeki rules the roost here, but it can still be very usefull
Advanced: 4/5 - A great opening hand when going second, and not a bad topdeck either.

Art: 3/5 - A steroid abused arm smashing from the heavens and pounding the ground, original.

Until next time, HULK SMASH!

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