Each player discards their entire hand, then draws
the same number of cards they discarded.
September 2013 Status: Forbidden (From Limited)
The next card in our September banned list week is
annoyingly one of my favourite cards, Card
Destruction. Ever since I got the first Yugi Starter
Deck, I loved this card, the ability to wreck your
opponent’s hand, the chance to get a better hand if
your current hand was poor, set a Monster Reborn
discard a high level monster and then use your
monster reborn to bring it back, help speed up your
opponent’s chances of decking out, the possibilities
with this card were endless.
Sadly now Card Destruction is now banned and it
isn’t hard to see why. As mentioned above the amount
of plays you could do with this card were huge. Also
it was a draw card, which as we all know Konami
despises with a passion and of course this was very
important for Dark World and Fabled decks, allowing
them to activate multiple effects from just the one
card. Also Card Destruction had no cost or
negative side effect since if you are going to
activate it, you are clearly planning on discarding
Overall a great card, that is no longer with us, if
you can still play it do. Still this has a better
chance of getting back on the banned list, than my
other favourite Cyber Jar.
Advanced: N/A (Forbidden)
Today’s card singlehandedly won the final round of
this year’s World Championship for Taiwanese player
Shin En Huang. I am, of course, talking about Card
Normal Spell Card
Each player discards their entire hand, then draws
the same number of cards they discarded.
The funny thing is that this card is inherently a
-1. It’s the fact that it absolutely breaks the
Decks that it is played in that got it the banhammer.
So what Decks does this card have broken plays in?
The most notable one is Dark World. Imagine having a
hand full of monsters like Snoww, Grapha, and Broww.
That Card Destruction suddenly isn’t a -1 anymore;
it’s more along the lines of a +2 to +5 (sound
familiar? Two other cards this week were like that).
Fabled, while not as powerful as Dark World, could
also abuse it in such a manner.
But Card Destruction saw itself being played in yet
another Deck that broke it; the ever popular Dragon
Rulers. And this wasn’t because there were effects
that activated when discard, like the former two
Decks. The thing that made Card Destruction broken
in that Deck was that all of the big Dragon Rulers
can summon themselves FROM THE GRAVEYARD. If you
discard a hand full of Dragon Rulers, you
effectively just activated Pot of Greed on steroids,
because all of those Dragons are STILL USABLE.
The previous two cards we reviewed were both cards
that started out fine and slowly became too
powerful. Card Destruction is another example of
such a card; I don’t think anyone expected it to
become the sacky card it is now, but that’s how
Traditional: 5/5 (If I’m not mistaken, Dark World is
more or less the anti-meta in Traditional Format, so
it fits right in there)
Advanced: BANNED (5/5 when legal)
Art: 4/5 (He’s throwing cards away. Pretty much fits
what the card does)
Wait a minute… another one of my classic, favorite
cards was Banned?
Once more unto the breach then: today I’ll
give you my recollections and analysis of
is a Normal Spell; almost every piece of Spell
“support” that works for Normal Spells applies to at
least one other, and often all, while there are a
few counters unique just to Normal Spells.
Spell Speed 1, and thus under normal circumstances
Destruction isn’t being activated in response to
Otherwise it is a good division of cards to
be in Yu-Gi-Oh as on your own turn you may play as
many as you wish, provided you can get them into
hand and have at least one open Spell/Trap slot… and
of course unless you choose to Set one, it will only
briefly exist in your S/T Zone as it resolves.
Each player discards his or her hand and draws cards
equal to the amount he or she discarded.
This means that without the aid of additional
Destruction is always a “-1”… and the fact that
it is banned should remind us how raw card count can
often be misleading.
The most obvious is that as the player
controlling the card, you can choose to use it when
you have a dead hand to get a new one; yes this
requires having a hand to begin with, but getting
out of a dead hand (especially a dead opening hand)
is very valuable; a card in hand you can’t use now
(especially in fast formats) isn’t really a “+1”,
better represented as a fractional value or a zero
as it is only useful for bluffing or use as discard
The mixed blessing is that you also apply this
effect to your opponent.
If your opponent has a bad hand (or cards
they want discarded) then you can be doing them a
huge favor… but depending on the exact time in the
game, this has varied between “unlikely” to “almost
Another of the aspects where the raw card
advantage doesn’t tell the whole story is what you
hit; your opponent has the same amount of cards
before and after, and competent players don’t run
useless cards, but we all know first hand that not
all cards are equally useful in all situations, and
some are much more important than others.
In both those cases, there is also the size of the
Destruction is one of the best milling cards we
have, even though it hits you alongside your
opponent (though skillful play can mitigate this).
some major combos built around this, and playing
Destruction for a -1 can win you the game (often
after giving your opponent as much “card advantage”
as you could)!
was one of the precious, generic forms of draw power
available in Yu-Gi-Oh, debuting in North America as
part of Starter Deck: Yugi,
which alongside Starter Deck:
Kaiba preceded the
release of the first North America set, Legend of
Blue Eyes White Dragon; barring some promos I
don’t know about it doesn’t get any older than that
for the TCG.
Its general usage varied, and I tended to
favor it far more than the general player population
and probably more than a competitive player (which I
rarely would have qualified as) should.
Over the years of Yu-Gi-Oh, we have seen many cards,
including multiple card families, with effects that
trigger either in the discard, when cards are
discarded, when your hand is empty, or that need
cards in the discard to trigger or fuel effects.
Indeed, during the period where I knew what I
was doing, it was rare for a deck to lack at least
one such card and as far as I can tell, that remains
Decks built around one or multiple of the
above mechanics thus loved
There are also effects that trigger when you
draw, when you discard, when your opponent draws, or
when your opponent discards and
Destruction is one of the cards that does all
four (hands permitting), and as an effect and not a
“cost”; two old, easy examples are
Still, my favorite combo for it (and the fact that
it wasn’t mentioned by the “real” reviewers) was the
Destruction followed immediately by
For those who don’t know and don’t care to
look it up,
Serial Spell is a Quick-Play Spell that can only
be used after a Normal Spell with a cost of
discarding your own hand and an effect of
duplicating the effect of the Normal Spell used
immediately prior to its activation.
As such, it must immediately follow up the
Spell it is duplicating (thus this could be a
In a game where the main deck strives to
remain as close to 40 cards as possible, forcing
your opponent double discard their hand could be
terribly disruptive early game, and lead to a game
winning deck out mid-to-late game.
This trick was my preferred way of finishing someone
off in “Empty Jar” decks;
was quite good for filling both players hands, so
allowed you to safely use your own
Destruction (to avoid decking yourself out) but
cut the number of times you needed to successfully
spam the effect of
if you were very fortunate, two uses of
would balloon the opponent’s opening five card hand
to 14 or 15, and
Destruction followed by
became an instant game winner.
Morphing Jar based variants weren’t as
impressive (as they required cards other than
itself to increase the opponent’s hand size),
but as the effect
was actual drawing (Cyber
Jar technically didn’t), it provided a safer way
of delivering your final push.
Plus both variants usually had cards that
Destruction from the discard pile, so even as a
Limited card you could also just use it just to keep
Empty Jar from stalling when it wasn’t for the win.
As if I hadn’t reminisced enough, I’ll add one last
thing; I don’t think “Tag Duels”, “Team Duels”,
“Battle Royal Duels”, or any similar variants
involving more than two players being involved in
the same duel were ever made official (seriously, if
I missed that it had, my bad), but if the current
wording of the card is still “Each player” (it was
the last time I tried such alternate, fan rules)
Destruction was useful because of the chaos it
caused by hitting all players at once.
Destruction is a part of some FTK and OTK decks,
though it isn’t needed in every deck and in a few
exceptions it wasn’t desirable, either due to
“clashing” or simply space concerns.
I would still keep a copy in my Side Deck, so
ultimately I rate it quite high… for what that is
worth given that I haven’t even attempted to build a
competitive Traditional deck in years.
Being Banned makes
scoring so easy.
is a potent card that can function adequately in
almost any deck and was amazing in several specific
Without proper set up and usage it will
simply be a “-1”, but one of the reasons card
advantage is subdivided into hand advantage, field
advantage, etc. is because raw card advantage
doesn’t tell the whole story.
I hope you enjoyed a nostalgic look as we bid
farewell to this venerable card.