Judgment of Thunder
Trap Normal

Judgment of Thunder

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Activate only when you Summon a Thunder-Type monster(s). Destroy 1 card your opponent controls.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 9, 2026
49± 6/ 100
Power Score
Intrinsic 48
Deck 50

Judgment of Thunder — Power Evaluation

Final Score: 49 ± 6 · Confidence: Medium

  • Intrinsic: 48 · Deck: 50 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Board breaker

Why it scores here

Judgment of Thunder is a reactive, one-for-one destroy trap whose only activation condition is summoning a Thunder-Type monster. Its score comes from the interaction axis, tempered by that condition: it is dead in any hand or board without a Thunder summon, and it trades one card for one card with no refuel or board creation. The deck evidence (17 decks, 94% main-deck, avg 2.29 copies, Thunder-family partners) confirms it is a practical Thunder-deck piece, but frequency does not raise the score. The absence of combo and guide data keeps confidence at Medium.

Axis scores

Axis Score Evidence
Accessibility 52 Live only after a Thunder-Type summon, which the 17-deck sample shows is common in Thunder Dragon, Batteryman and Prank-Kids lists (observed; the gate itself is verified from card text).
Combo & Conversion 20 Card text is a single destroy effect with no board-building output, and no combo boards were supplied (verified from text; inferred absence of conversion).
Resource Economy 45 Destroying one opposing card for one spent trap is an even exchange with no refuel or card advantage (inferred from text).
Effect & Interaction 55 Destroying any card the opponent controls is strong, flexible removal, but it is gated behind a Thunder summon, so it is situational (verified from text; reach is observed in decks).
Material Utility 10 A trap card is not a material body and has no level, attribute or name value to contribute (verified from card frame).
Resilience & Flexibility 35 A trap can be negated and needs its Thunder-summon window; no counter or negation evidence was supplied, so resilience is inferred to be middling-low.
Deck-Building Efficiency 50 Two to three copies sit in a Thunder shell without garnet pressure, but the slot is narrow and only useful in Thunder-summon decks (observed from copies per deck; restriction inferred).

Calculation

Weight profile: Primary role Removal / Negation weights, no secondary blend (Board breaker secondary noted only). Intrinsic ≈ 48, Deck ≈ 50, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Destroys any card the opponent controls, which covers boards and set backrow
  • Trap timing lets it respond after a Thunder summon, not only on the opponent's turn
  • Practical in at least three archetype homes (observed: Thunder Dragon, Batteryman, Prank-Kids)

Weaknesses

  • Dead without a Thunder-Type summon in hand or on board
  • Only a one-for-one exchange with no refuel or board creation
  • Trap card, so it can be negated and is slow when set

Counters / choke points

  • Trap-negation cards (no card-specific counter data supplied)
  • Decks with few Thunder-Type monsters, which leave the activation condition unmet

Best use

Conditional reactive removal trap in Thunder-summon decks. Decks: Thunder Dragon, Batteryman, Prank-Kids. Suggested copies: 2.

Evidence & gaps

  • Verified: Activation condition: only when a Thunder-Type monster is Summoned (card text); Effect: destroy 1 card the opponent controls (card text); Legal in TCG, OCG, MasterDuel and DuelLinks formats (evidence.card.formats); Appears in 17 of the sample decks, 94.1% in main deck (deck data)
  • Observed: Average copies per deck 2.29, max 3 (deck data.copies per deck); Spread across Thunder Dragon, Batteryman and Prank-Kids (deck data.archetypes); Thunder-family partners appear in 41% to 65% of decks (top partners)
  • Inferred: The trap is a reactive one-for-one removal whose value depends on Thunder summons; Practical use is confined to Thunder-summon decks, which limits generic portability; Negation or hand-trap interaction would stop it, so resilience is limited
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion % comes from the deck sample only no top-card ranking context supplied no counter or negation data for this card











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