Yu Yu Hakusho
Pojo's Yu-Gi-Oh! Card of the Day
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Crush Card Virus
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
April 17, 2015
Back to the main COTD
Closing the week is Crush Card Virus, a card that
has currently to date seen three different Erratas.
This card is a shadow of its former self, and to be
candid, it didn't need to be nerfed anywhere near to
the degree it has been. Honestly, before they
fiddled with it at all, yea it could be a huge bane
to your play, but it wasn't something you couldn't
recover from. The no Damage part until the end
of the next turn is completely unnecessary.
It's a shame when a card tries to be less powerful
and ends up being nothing.
Rating: 2.5/5 at best
Hello Pojo Fans,
Crush Card Virus is once again on the limited side
of the ban list. While it took a change in its text
to do so, I never considered this trap would be back
in the game. The crippling effects of the original
CCV have been altered to allow its return, and have
taken a large chunk out of its reasoning to be
played directly in the main deck.
While some effects remain the same, lets touch on
what has changed:
takes no damage until the end of the next turn after
this cards activation.
CAN choose to destroy up to 3 monsters from their
deck that have 1500ATK or more.
You won't be finishing your opponents Life Points
off by playing this card to clear their field/hand
anymore. You can do a ton of damage, then activate
this card, but they will not be taking any damage
until the end of the next turn. No longer spying on
your opponent for three turns, the change that
allows your opponent to destroy their own monsters
(up to 3) from their own deck allows them to plus
off of a card that is meant to all-but kill their
chances. This is meant to balance out the hand/field
wipe they will likely suffer from CCV. Shaddoll,
Qliphort, and Burning Abyss players plus greatly off
of this effect. And while Burning Abyss have few
targets above the 1500ATK or more line, they do and
can take advantage. Nekroz use their graveyard and
could set up their next moves by moving monsters
into the graveyard to be affected by their Spell
Cards. Qliphorts would send three targets to their
grave, which would redirect to the Extra Deck to be
Pendulum Summoned likely on the players next turn.
CCV is still a great card. It robs your opponent of
their strong monsters from their hand and field.
It's a problem solver and good in a pinch, it's just
been altered so it isn't as much of a death blow as
it used to be.
Until Next Time
It’s difficult to evaluate Crush Card Virus
because my opinion on it keeps changing. Since its
unbanning I’ve gone from thinking it’s alright to
thinking it’s outright broken to thinking it’s
absolutely terrible to thinking it’s pretty good
when used correctly.
Crush is extremely powerful in the correct
situation, but when used incorrectly it can very
well cost you the game. So, what is the correct
Well, it’s matchup dependent. Against Nekroz, using
Crush preemptively is a bad idea; it’s best used
when you know they can’t recover with a Cycle into
Trishula. Nekroz in particular is the matchup where
Crush requires the most finesse, because it will
make or break you in that matchup. Against Decks
like Satellarknight and Qliphort, it’s useful to
completely wipe out their setup, but be careful to
make sure they can’t recover it easily.
Against other matchups, Crush is very hit or miss;
Ritual Beast primarily contains a large number of
monsters below 1500 ATK, and the Fusion monsters can
dodge it. Yosenju can protect themselves with their
Counter Trap or the Pendulum monster that prevents
destruction. Against Shaddoll it can be used to
intercept a Fusion Summon, but it also gives them a
free Squamata and Beast, so use your best judgment
there. I wouldn’t recommend it against Burning Abyss
at all, since a majority of their monsters are below
1500 ATK and resolving it gives them a free revival
Crush Card Virus is nowhere near the monstrosity it
was before its errata. Regardless, the amount
of knowledge and advantage you can gain means the
card is still very brutal in the right situation.
The card requires a lot of thought to use
effectively, but if used right it can win you games.
Use it wrong and you’ll find yourself on the
receiving end of a lot of stuff. Personally I like
cards like that.