Hand Destruction
Spell Quick

Hand Destruction

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Each player sends 2 cards from their hand to the GY, then draws 2 cards.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
51± 6/ 100
Power Score
Intrinsic 51
Deck 51

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)











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