Trap
CounterIron Thunder
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5941
When a Spell/Trap Card, or monster effect, is activated on the field: Pay half your LP; negate the activation, and if you do, destroy that card, then destroy any other cards in the same column the destroyed card was in, that are in the Monster Zones or Spell & Trap Zones.
Iron Thunder — Power Evaluation
Final Score: 64 ± 6 · Confidence: Medium
- Intrinsic: 63 · Deck: 65 · Meta: provisional
- Primary role: Removal / Negation
Why it scores here
Iron Thunder reliably converts a set trap into a negate of any Spell/Trap activation or monster effect, plus a same-column destruction bonus, at the cost of half your LP. Its score comes from that interaction and from its presence in 400 of 400 recent decks across 129 archetypes, not from its frame or stats. It earns almost nothing for combo conversion or material use because it builds no board and is not a legal material body, and the LP cost keeps resource economy low.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 68 | Present in all 400 sampled decks at an average of 2.12 copies, but it must be set on the field before it can act, so it is not a live hand card (observed, inferred). |
| Combo & Conversion | 10 | No combo boards were supplied, and the text does no board building on its own; the score rests on text alone (verified). |
| Resource Economy | 30 | Costs half your LP and gives no card advantage; the destruction is a 1-for-1 with a column bonus (verified, inferred). |
| Effect & Interaction | 78 | Negates any S/T activation or monster effect and destroys the card, a wide scope; the LP cost limits how freely it can be used (verified, inferred). |
| Material Utility | 0 | A Trap card cannot be used as material, so this axis is zero (verified). |
| Resilience & Flexibility | 55 | Works across multiple zones and archetypes, but a set trap can be removed by backrow destruction before it activates (inferred). |
| Deck-Building Efficiency | 80 | Generic and splashable with no garnet or lock restriction, and it runs 1 to 3 copies with no redundancy penalty (observed). |
Calculation
Weight profile: Primary role only (Removal / Negation); no secondary blend. Intrinsic ≈ 63, Deck ≈ 65, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Negates any Spell/Trap activation or monster effect, a wide scope
- Destroys the card and same-column cards, adding board-clearing value
- Present in all 400 sampled recent decks across 129 archetypes
- Generic, clean, and easy to run at 1 to 3 copies
Weaknesses
- Costs half your LP on every activation
- Must be set before use, so it is not a live hand card
- No combo presence and no board building on its own
- Provides no material utility
Counters / choke points
- Backrow destruction of the set copy before it is activated (inferred)
- Lines that avoid activating Spells, Traps, or monster effects (inferred)
Best use
Negation/Interaction. Decks: Dinomorphia, Supreme King, Sky Striker, Traptrix. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: Trap, negates Spell/Trap or monster effect activation for half your LP, then destroys the card and same-column cards; Legal in TCG, OCG, and MasterDuel; Appears in 400 of 400 sampled decks, averaging 2.12 copies
- Observed: 129 distinct archetypes in the deck sample; Gameplay split is 70.8% type 7, 21.8% type 6, and 7.5% type 4; Strong partner overlap with Solemn Judgment (73.2%) and Ash Blossom & Joyous Spring (67.0%)
- Inferred: The LP cost reduces how freely the card can be activated; A set trap is vulnerable to backrow destruction before activation
- Data gaps: No combos supplied, so combo conversion is text-only inference No guide snippet names this card explicitly No banlist token supplied; assumed 3 copies (unlimited)






