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

Mind Crush

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.

Card Ratings
Traditional: 2.50
Advanced: 3.19

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

Date Reviewed - 03.08.0


Mind Crush

Glad to see this was limited to 1. Too many pros were siding in Trap Dustshoot + this in 3s and gaining way too much advantage in the early game / stopping OTKs.

Mind Crush basically rewards you for either (A) knowing something your opponent currently has in hand, (B) knowing their decktype well enough to make an educated guess about a card in their hand, or (C) knowing their one win condition, assuming it's either a monster or something they have to play from the hand. Being able to strip your opponent of a specific card if they have it is nice, and this card is actually balanced with there being less cards where your opponent finds out a card you have in hand automatically (Sangan works, but there's no Faith to bounce something to hand...still works against Gadgets, but Gadget decks will penalize you horribly through advantage later on, unless you nick their ONLY Gadget).

IMO, I'd rather have seen Trap Dustshoot go to 1 over this, or even banned entirely, so that if people wanted to play Mind Crush, there's a much larger chance they'd have to go in blind and make an educated guess at the opponent's hand.



Stats                : Mind Crush is a Normal Trap.  So you’ll have to wait to activate it, but once it’s been Set through an End Phase, you can activate it at almost any time in response to assorted cards and effects (unless they are Spell Speed 3).


Effect(s)            : Okay, the meat of the card: declare a card name.  If it’s in the opponent’s hand, it’s discarded.  If there are multiple copies of it, they are all discarded.  If there are no copies of it in their hand, you have to discard a card, randomly, from your own hand.  Pretty sweet effect and even I think it is fairly balanced.


Uses and

Combinations  : I would think this a decent counter for assorted aspects of the game.  Break the Gadget loop.  Once Golden Chest of Sealing (or whatever it’s called) comes out, if it wasn’t a Quick-Play Spell you can safely nail it in their hand.  Obviously it’s great if you can follow up Confiscation, the recently released Crush Card Virus, the well known Deck Devastation Virus, etc. with this.  If you are feeling particularly daring, you could even risk saving them up and attempting to wipe the opponent’s hand out at once: if they Heavy Storm or the like to get rid of them, just activate them all: the first one might miss, but you’ll know what to say for the next two.


Oh wait, it’s down to one.  Why?  A nasty, re-usable upcoming bouncer (already Restricted to one as well) and all the above.




Traditional       : 1/5 – Given that it’s at one and can be a dead draw… is it worth the risk to maybe counter Yata or power up a Confiscation or Forceful Sentry?  I don’t think so.


Advanced        : 3/5 – Still solid for control decks, but its ability to counter some of the popular decks was lost with the restriction, but thankfully so was it’s super nasty combo.



I had a spazztastic moment when I first typed this, and forgot it was down to one.  Here, I commented on how balanced it seemed, but Konami would probably release some nasty new card and prove me wrong.  Then I remembered they already had.



Mind Crush :
To be perfectly honest this could crush your own mind in most cases.

If you know what's in your opponent's hand, this is brilliant hand depletion. If you don't, it's a bullet fired blind and upside down. Thus, this is best used in a dedicated hand depletion deck that has lots of cards like Confiscation to be used alongside. An opening turn of Consifscation and Mind Crush is devestating, and the deck moves in and out of fashion with the passing months. Keep an eye out for it, or just give it a go.

Traditional: 3/5
Advanced: 3.5/5

Share and enjoy,

Mind Crush

Without 2 other ones this card is pointless. The control established is dependant upon a gadget/reinforcement of the army to be worth using. But one seems pointless to me.
Turkeyspit Mind Crush

Many people have wondered why Mind Crush was limited in the last list. While most people suggest that it's because of it's popularity in the OCG, I think there is another card at fault here, and it's found in a box of Strike of Neos near you!

The card I am referring to is: Neo Spacian Grand Mole.

"But Grand Mole is limited to 1!" you say? True. But his effect still invites abuse with Mind Crush.

- Attack Grand Mole into Cyber Dragon.
- Flip over Mind Crush to get that Cyber Dragon out of your opponent's hand.

Ironically, 3x Mind Crush was a perfect counter to many cards / decks that are going to see advanced play in the near future.

- Gadgets
- Neo Spacian Grand Mole
- Ritual Monsters
- Magical Stone Excavation
- Dark Magician of Chaos
- Grandmaster of the Six Samurai

It's decisions like these that cause many duelists to question the wisdom (if not the intelligence) of the authors of our Ban Lists. Sadly, we are stuck with it, better or worse, for the next 6 months. Perhaps by then the 'powers that be' will realize that Mind Crush didn't need to be limited.



1/5 - Confiscation, Delinquent Duo and the Forceful Sentry are all you need.


1/5 - Limited to 1, this card just becomes too situational to be effective. If it were back to 3, I'd give it a 3.5/5 as a solid counter to many decktypes and cards.

Card Art:

3/5 - The future of Acne treatment?

Lonely Wolf
Man, this is turning into “I got restricted because of one in particular deck” week.

Mind Crush
Normal Trap
Declare 1 card name. If your opponent 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.

So, why did this card lose a few fingers to the fan? I’m pretty sure that it was because of Dark World. As many people know, they got a lil bit of support this past expansion of Strike of Neos, including two more GOOD monsters. So, people playing Dark World would main this card in multiples. So, they’d set a bunch of cards leaving nothing but Dark World monsters in their hand, then activate Mind Crush, call any card. If they called right, yay, no more <insert card here>. If they called wrong, yay, say hello to Goldd/Sillva or say good bye to that monster/spell/trap. They already have Dark World Dealing, Dark Deal, Dark World Lightning, and Card Destruction just to name a few. I guess Upper Deck and Konami thought that Dark World didn’t need anymore ammo so they restricted this and banned Graceful.

Outside of Dark World, this is a brilliant side deck. Side it in so that you have a pre-negator against your opponents deck during their turn. Just don’t call Treeborn Frog or Night Assailant, or a Dark World card.

Now, if there is some crazy combo that I have been blind to and missed completely, please let me know.

Traditional: 3/5
Advanced: 5/5 for Dark World and for any side deck
Art: 2.5/5
BobDoily Mind Crush

A surprising restriction to me. Abused in the OCG a lot of TCG players were annoyed at them once again dictating our use. Initially it debuted as a sideboard card to counter otks. By knowing the main cards in the otk you could stop it from going through. Although the otk user dropping a trunade made it more of a prediction/memory game then having actually seen part of the combo played.

Eventually it established itself as a card that could be used both in conjunction with Confiscation and simply paying attention to what the opponent searched out (something they were doing anyways). Then after the initial use knowing what they had allowed you to easily track their play so that subsequent copies allowed you to press advantage.

Some people whine that that was too abuse-able, but IMO the more skilled players would make better use of it and that it would actually be something that they could use to prevent weaker players from lucksacking. But I’m sure most will disagree there.

Traditional: 2.5/5 (Why use this when you have Delinquent Duo and The Forceful Sentry, you can add it on top but then the room issues develop. Besides Yata and the Dragon do a better job at wearing down their hand)
Advanced: 2.5/5 it’s been nerfed now


Mind Crush


Mind Crush is still a good card on its own. I’m pretty glad that the Crush-Shoot combo is gone. I’m sure you can admit that it’s a cheeeeeeeesy combo the work around. I’ve run it a few times with some success.


Mind Crush is good for taking out cards that your opponent has shown you already. Mind Crush thrives against decks that search on a regular basis like Gadgets or Warriors. You can stop the Diamond Dude combo either through educated guess or nailing what they searched out with Stratos.


Last Word: Personally, I prefer Trap Dustshoot because it acts like a Forceful Sentry. Don’t get me wrong. Mind Crush is an excellent card. Did it deserve restriction? Not too sure about that.




Traditional: 3/5

Advanced: 4/5


You didn’t miss out on my breakdown of Kris Perovic’s Diamond Dude Turbo deck did you?


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