Ed Acepcion On: Card Of Demise Three Ways

Ed Acepcion

8/4/2017 11:00:00 AM

Greetings duelists! One of the best ways a Yu-Gi-Oh! player can introduce themselves is to talk about their favorite card, like an iconic monster, a trap that would lock your opponent down, or a spell that summons back your most powerful monsters.

But mine is nothing like those: my favourite card actually places a huge restriction on you, but when played correctly it's one of the most entertaining cards to play with, and hands down the most interesting and satisfying card to build a deck around.

So here it it is… Card of Demise!

 Card of Demise
Card of Demise116962
Set Millennium Pack
Number MIL1-EN014
Type Spell Card
Attribute SPELL 
Rarity Ultra Rare
Card Text

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, 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.

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Card of Demise poses a timeless question that any deck builder might ask themselves:“What am I willing to sacrifice to draw more cards?” The ability to filter through your deck or increase the number of playable cards in your hand is one of the strongest advantages you can have when you're building your strategy. So what is it worth tom you?

Giving up Life Points to draw some cards seems like a fair deal: Life Points only matter until you can't pay for key cards or you lose the duel. Cards like Upstart Goblin and Chicken Game come up in that conversation; both cards ask you to give up some Life Points to draw cards. Many players have seen that as a fair trade and implement those cards in a wide variety of strategies. They've both hit the Forbidden & Limited List too,since Life Points are just nowhere near as important as card economy.

Besides card economy, there isn't really any resource system in Yu-Gi-Oh. The most dynamic part of playing the game is the number of Special Summons you can make in agiven turn. It's a gratifying experience to start the game with an empty board, and then clog the field with the strongest monsters in your deck all in one turn. Card of Demise asks you as a deckbuilder: would you give all of that up to draw as many as three cards?

Demise also places a restriction on your deck regaring which cards you can run. If it had simply said, “Draw until you have 3 cards. You cannot special summon this turn,” it would be an instant staple for every strategy. However, it also requires you to discard your hand in your End Phase, which means if you draw more than one monster you could easily wind up discarding it at the end of your turn. The best way to avoid having a bunch of monsters in your hand is to Special Summon them. But Card of Demise prevents you from doing just that; therefore, you have to play a deck that's just inherently light on monsters and relies more on spells and traps instead.

The last limitation Card of Demise puts on you is, in my opinion, the least of your worries: for the rest of the turn when it resolves, your opponent takes no damage. That's easy enough to work around, whereas the other restrictions prevent you from doing certain things for the entire turn. The damage restriction only applies after you resolve Card of Demise: you can still attack, do damage, and then activate Demise in Main Phase 2.

Today I want to show you three deck lists that work around the pitfalls of Card of Demise, and leverage it into a strategy that can make the most of its draw power. Because at the end of the day, drawing three extra cards is an obscenely powerful effect.

    It's OK, I Can't Special Summon Either Ed Acepcion    
Main Deck
Side Deck
3 Banisher of the Radiance
2 Barrier Statue of the Stormwinds
3 Fossil Dyna Pachycephalo
2 Graydle Eagle
Monsters [10]
1 Book of Moon
3 Card of Demise
3 Cosmic Cyclone
1 Forbidden Lance
1 Moon Mirror Shield
2 Pot of Desires
3 Pot of Duality
1 Raigeki
1 The Seal of Orichalcos
Spells [16]
1 Macro Cosmos
3 Phantom Knights' Sword
3 Phantom Knights' Wing
3 Quaking Mirror Force
3 Solemn Strike
1 Solemn Warning
Traps [14]
Deck Total [40]



The biggest issue with Card of Demise is the momentary ceiling it places on you, since it keeps you from flooding the field with monsters. So one of the best ways to play around that simple fact is to simply not let your opponent do it either.

Card of Demise is beautiful in this deck because if you can't get to your monsters, the strategy falls flat on its face. Demise is the perfect solution to that problem, since the sheer draw power is going to get you to what you need on a consistent basis. Monsters like Banisher of the Radiance and Fossil Dyna Pachycephalo stop lots of the topstrategies in their tracks. Graydle Eagle lets you steal powerful monsters you wouldn't normally be able to swipe – stuff like Master Peace The True Dracoslaying King. Graydle Eagle becomes a spell as well, so even a Master Peace protected from monsters and traps is susceptible!

True Draco cards generate a lot of value when they're destroyed, but their destruction effects don't work if they're removed from play instead of hitting the graveyard. Zoodiacs are pretty unimpressive too, if they can't Rank up into their key Xyz Monsters.

Comparatively, every card in this deck is a powerhouse Normal Summon, and Card of Demise lets you draw into them, or the many support cards that let them stick on the field. Since you never plan to make any Special Summons, Demise's restriction is non-existent as far as you're concerned. The game plan is to sit on a monster that refuses to let your opponent play the game and reap the benefits of infinite protection of that monster.

And while Card of Demise helps you see that monster in the first place, it also helps you stack up answers to your opponent's disruption, ensuring your most important cards survive long enough to get you the win.

    I'll Discard Two Monsters, And I'm OK With That Ed Acepcion    
Main Deck
Side Deck
1 Artifact Moralltach
2 Artifact Scythe
1 Kozmo Dark Destroyer
1 Kozmo Dark Eclipser
1 Kozmo Farmgirl
1 Kozmo Forerunner
1 Kozmo Landwalker
3 Kozmo Sliprider
3 Kozmo Tincan
1 Kozmoll Wickedwitch
Monsters [15]
3 Card of Demise
3 Cosmic Cyclone
3 Kozmotown
2 Pot of Duality
1 Raigeki
Spells [12]
3 Artifact Sanctum
3 Call of the Haunted
3 Kozmojo
3 Oasis of Dragon Souls
1 Solemn Warning
Traps [13]
Deck Total [40]


1 Adreus, Keeper of Armageddon
1 Artifact Durendal
1 Barbaroid, the Ultimate Battle Machine
3 Constellar Pleiades
2 Cyber Dragon Infinity
1 Cyber Dragon Nova
1 Gaia Dragon, the Thunder Charger
1 Number 61: Volcasaurus
1 Number S39: Utopia the Lightning
1 Shark Fortress
1 Tiras, Keeper of Genesis
1 Wind-Up Arsenal Zenmaioh
Extra Deck [15]

Kozmos famously used Card of Demise to great success. You may ask yourself, don'tKozmos Special Summon a lot? How could they possibly use Card of Demise?

The answer is simple: Kozmo Tincan. It's been a staple of Kozmo decks since it was introduced in Breakers of Shadow. Kozmo Tincan searches you a monster in the End Phase, and while that may seem counterintuitive, a simple understanding of game mechanics can turn a potential NONBO into a pretty great combo.

As a player, you have the option of choosing what cards resolve first when they would try to resolve simultaneously. Both Tincan and Demise resolve in the End Phase. That meansyou choose to resolve Card of Demise first, then resolve Tincan; that way whatever monster you searched is safely added to your hand and won't be discarded.

This list runs the most monsters of all the deck lists I'm showing you today, but that's okay chiefly due to the fact that Kozmos play so much recursion: in this case triple Call Of The Haunted and triple Oasis of Dragon Souls. With that knowledge, Card of Demise becomes a combo that loads your graveyard, whereas discarding monsters would normally be a big drawback you'd want to avoid. It actually creates more options by sending excess Kozmo ships to the graveyard so you can bring them back and use there on-summon trigger effects.

Besides the Kozmo Monsters, this deck plays another engine that can be used with Card of Demise: the Artifact engine. Artifacts have really powerful effects when you Special Summon them with Artifact Sanctum; Artifact Moralltach's great spot removal, while Artifact Scythe is a Dimensional Barrier on legs. The main challenge Artifacts face is that if you draw them, they're not very useful, but all Artifact Monsters have a secondary effect that lets you set them to your Spell and Trap Card Zone instead of playing them as monsters. That's great, because when you use Card of Demise, excess monsters are normally bad; in this case you have the ability to at least set them and try to get value out of them later, reducing the number of cards in your hand.

    Kill 'Em With Card Advantage Ed Acepcion    
Main Deck
Side Deck
3 Dupe Frog
1 Maxx "C"
2 Ronintoadin
3 Swap Frog
Monsters [9]
3 Card of Demise
2 Dark Hole
3 Pot of Desires
1 Raigeki
Spells [9]
3 Dimensional Barrier
3 Floodgate Trap Hole
2 Forbidden Apocrypha
3 Paleozoic Canadia
3 Paleozoic Dinomischus
2 Paleozoic Leanchoilia
3 Paleozoic Marrella
3 Paleozoic Olenoides
3 Quaking Mirror Force
1 Solemn Warning
1 Torrential Tribute
Traps [27]
Deck Total [45]


1 Cat Shark
1 Daigusto Phoenix
2 Paleozoic Anomalocaris
3 Paleozoic Opabinia
1 Sky Cavalry Centaurea
3 Toadally Awesome
1 Zoodiac Broadbull
1 Zoodiac Drident
1 Zoodiac Hammerkong
1 Zoodiac Tigermortar
Extra Deck [15]

Paleozoics have always been a pet deck of mine that I hold dear in my heart, and it only gets better with the addition of Card of Demise.

The interesting thing about Demise in this list is that it's used a bit differently than in the first two strategies we've discussed. The Anti Meta deck and Kozmos both use Demise to turbo through draw after draw and see power cards, often activating it the moment you draw it or on Turn 1, Paleozoics use Demise as almost a reload mechanic. In Paleozoics, it's often best to hold onto Card of Demise because you're literally winning through sheer card advantage.

The number of trap cards ensures you'll survive another turn, incentivizing you to trade as many cards as you can and simplify the game. By the time you're out of traps, Card of Demise ends up sealing the deal and putting you so far ahead of your opponent that they can't come back.

Note that the other decks are okay with discarding cards off Card of Demise's effect or maybe drawing just two cards with it. But Paleozoics want to milk it for every drop of card advantage they can get, and should try to draw three cards every time. With thatstrategy, you're not in any rush to do damage. You win by just having more cards than your opponent.

So there it is. Three deck lists showing that each to Card of Demise can actually be beneficial or worked around. Demise can be one of the most dynamic cards in the game,shifting the tempo of the duel in a matter of seconds. It's versatile, you can use it in countless different ways, and it speaks volumes about who I am as a deck builder. I love Anti Meta strategies, I love drawing, I love broken stuff, and I love using my cards to their full potential.

Card of Demise OP <3,

-Ed Acepcion

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