This mega effect sequence combines mutliple techniques. So many in fact, it seemed sensible to break up the video into mutiple parts. In this first video, I start with @Video Copilot Ultra Earth 3D project and using their free Orb plugin combined with the Polar Coordinates effect, I reposition the map, so that CERN* is at the center. This makes it much, much easier to add lots of circular damage. 
In my video, I have a bit of fun, suggesting the scientists at CERN in Switzerland accidentally create a quantum singularity. First this starts pulling in all the air, then the cracks propagate across the crust, showing lava (or magma as its not on the surface ?). The cracks go through the oceans too, causing the water to foam and churn and creating giant waves which move towards the black hole. Eventually the air is all sucked in and the atmosphere fades. The crust turns to dust as it too is pulled in, exposing the now broken mantle and glowing core. Bit gloomy really. 
Oh and a huge thank you and shout out to Birkoo for composing the music for this sequence:
After we spent all that time in part 1, converting the texture maps so that the top of a sphere is ground zero for our blackhole, we get to spend this one creating destruction from a simple pre-comp. I show how to use Turbulent Noise with the Set Matte effect to cut out of the continents allowing me to create churning oceans, seismic destruction, cracks across the planet creating the look of destroying the surface with plenty of dust and clouds pouring into an increasingly large quantum singularity.
This mega-tutorial started by centring texture maps to create easy to use pre-comps. In Part 2, we then used this precomps to break up the surface of the planet, adding ocean waves and dust pouring into a central point. In this final part, we transition out of the 3D sphere into a ball of dust and core fragments, which we suck into a tiny quantum singularity. At all points I have avoided using particles as the amount of particles needed. To sell this effect, we probably need billions of particles to "sell" the the scale. Instead I use Turbuluent Noise (an optimised version of Fractal Noise) to generate clouds of particles. This is a tip I've been wanting to share for ages and finally had a good example.

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