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Card of Demise
- #MIL1-EN014

Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the Graveyard. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.

Card Rating
Advanced: 3.00 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed: Jan. 3, 2017

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Card of Demise


We reviewed this card in April, and since then it barely missed pojo’s top 10 list of 2016. At the time, I wasn’t too sure of its abilities outside of an OTK deck. The only thing worth mentioning was that Card of Demise let a player draw 3 cards, and any card that lets you draw 2+ is eventually going to be abused in the right circumstances and then banned sometime after that. This rule of Yu-Gi-Oh has never been broken. If you don’t believe me, look at what Wonder Wand is currently doing in the OCG, when it was released all the way back in 2011. You think that card won’t be getting hit soon?


Soon after pojo’s review, Qliphort Demise made its debut with some high-profile finishes in big tournaments. And the deck capitalized on all the circumstances I highlighted: not needing a hand and having ways to stash the plusses. Upon further reflection, I realize that it’s pendulum monsters that truly unlocked the potential of Card of Demise. It doesn’t always have to be the case, but because decks can now place up to 8 spell/trap cards on the field, Card of Demise is maximized in potential. Before pendulums, only 6 were possible. Qliphort Demise decks showcased Card of Demise’s strength by including a mixture of pendulums, field spells, and then a swath of spells and traps that were pretty much all hate and forced the opponent to overcome more obstacles than you normally could ever prepare for, especially in duel #1 of the match.


So, my opinion of the card really hasn’t changed since April. The future potential of this card can’t be ignored. Drawing 3 cards is drawing 3 cards, and all cards that let a player plus like that get banned eventually. But it will only be good in the right deck, and themes come and go. Card of Demise will see highs and lows, as well, until the day it’s too abusable to be legal.


Advanced: 3/5

Future Potential: 4.5/5


Hello Pojo Fans,
Happy New Year Everyone!

This week we're profiling cards that just missed out on the Top 10 of 2016. Starting things off is Card of Demise.
Players have wanted this card for a long time, and they weren't disappointed when it finally debuted. Draw till you have three is a great amount of hand advantage possibility. The “no damage” is a balance to limit the power CoD has. Whatever is left in your hand at the end of the turn goes to the grave, which can be a benefit more than a disadvantage. Not a cost, but a condition, sending your hand to the grave will activate any card effects that benefit from an effect like this. Burning Abyss and Shaddoll are some of the archetypes that will run this card and machine gun their effects at the End Phase. Topdecking this card when low on a hand will instantly revitalize your plays, and playing out your whole hand will negate the discard condition. While you can't finish someone off after you play this card, it will allow you to set up to do so later.
Card of Demise is a set up card, as well as topdeckings saving grace.
Until Next Time


This card just doesn't make the cut. Card of Demise has huge drawbacks. The main one is the restriction of Special Summoning for the entire turn. You also have to discard your entire Hand during the End Phase. Finally, your opponent takes no damage for the rest of the turn. All for at most 3 cards. It's just not worth all the restrictions. It also quickly got out shown by easier draw cards. There are instances where this card can be very useful, but I don't think it will see as much play in the future. 
Score: 3/5
Art: 3/5 The name should have been Cards of Demise. 



Card of Demise, a character card of Kaiba, on the original anime.  Kaiba's version was far superior, as it let you Draw until you held five cards, and then you discard your Hand after five turns.  Here, you Draw until you hold three cards.  If you held no cards, this would be a +2 for you, although you do discard your Hand during the End Phase.  If you play the cards in your Hand so there's nothing to discard, I suppose that's an out.  But your opponent takes no Damage (not just no Battle Damage, but no Damage at all) until the End of the turn in which this card resolves.  Furthermore, you can't Special Summon during the turn you play this.  I don't feel that last part is necessary, but I suppose, at least in theory, it keeps this card from being broken?  There's better Draw cards with less restrictions, because that, in addition to not being able to Damage the opponent, likely will only Damage you.  It's not useless, but it's not particularly good, either.
Rating:  2/5 
Art:  4/5

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