Spell
QuickHand Destruction
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5753
Each player sends 2 cards from their hand to the GY, then draws 2 cards.
Hand Destruction — Power Evaluation
Final Score: 51 ± 6 · Confidence: Medium
- Intrinsic: 51 · Deck: 51 · Meta: provisional
- Primary role: Utility
Why it scores here
Hand Destruction is a symmetrical 2-for-2 hand refresh: it sends 2 cards from hand to the GY and draws 2, so it is card-neutral and mainly converts a poor hand into a new one and fuels the GY. The score comes from being a cheap, flexible, generic Quick-Play that 400 of 400 sampled decks run across 154 archetypes, not from its ATK-free text being strong on its own. Its effect gives no board, no real interaction, and no material value, so those axes stay low; the card is useful because it is easy to run and easy to play, not because it is powerful in isolation.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Quick-Play spell held in hand and run 2.17 copies on average in 400 decks, but it needs 2 cards in hand to discard for full value (verified; deck data). |
| Combo & Conversion | 40 | No recorded combo boards; the only conversion is a text-level hand refresh and possible GY fuel for Exodia-style decks (inferred; text). |
| Resource Economy | 45 | Sends 2 and draws 2, a net zero card trade that refuels the GY but gains no advantage (verified; card text). |
| Effect & Interaction | 20 | No direct negation or removal; the symmetrical discard only strips the opponent's hand, which is weak (inferred; text). |
| Material Utility | 5 | Spell card with no material or level body (verified; card type). |
| Resilience & Flexibility | 40 | Can be negated by hand traps and only helps while cards remain in hand, but works in any turn and any zone it is played from (inferred; text). |
| Deck-Building Efficiency | 80 | No garnets or locks; 1 to 3 copies in 400 decks across 154 archetypes, easy to splash (observed; deck data). |
Calculation
Weight profile: Utility / no clear role (default). Intrinsic ≈ 51, Deck ≈ 51, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Generic: 400 of 400 sampled decks run it across 154 archetypes
- Cheap and clean to run: no garnets, 1 to 3 copies, splashable
- Quick-Play and works in any turn, refuels the GY for GY-based decks
- Frequent partners Upstart Goblin, Card Destruction and Dark World Dealings (observed co-deck rates 19 to 39 percent)
Weaknesses
- Card-neutral 2-for-2 trade, so no card advantage
- No board presence, no direct negation, no material value
- Weak when the hand has fewer than 2 cards or the cards are needed
- Its ATK-free text means high deck counts overstate its strength (guardrail 3)
Counters / choke points
- Hand traps such as Ash Blossom & Joyous Spring (observed co-deck partner, 18.8 percent)
- Any hand-disruption or negation that stops the Quick-Play activation
Best use
Hand refresh and GY fuel, a flexible filler in the draw-and-discard engine. Decks: Exodia, Darklord, Tearlaments, Greed, Skull Servant, Ogdoadic/Abhyss.
Evidence & gaps
- Verified: Card text: each player sends 2 cards from hand to GY, then draws 2; Card type is a Quick-Play Spell with no material or level body; 400 of 400 sampled decks run it; 2.17 copies on average; 154 distinct archetypes
- Observed: Co-deck rates: Upstart Goblin 38.5 percent, Card Destruction 37.8 percent, Dark World Dealings 27.8 percent; Gameplay mix 56 percent Gameplay 7, 27 percent Gameplay 4, 17 percent Gameplay 6
- Inferred: Discard-for-Exodia GY fuel and hand-quality value, from text and archetype context; Generic utility score from 154 distinct archetypes, capped by the neutral text
- Data gaps: no combos supplied, combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited)






