Trap
NormalRocket Hand
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3265
Target 1 Attack Position monster you control with 800 or more ATK; equip this card to that target. It gains 800 ATK. You can send this equipped card to the Graveyard, then target 1 face-up card on the field; destroy it, then change the ATK of the monster this card was equipped to, to 0, also its battle position cannot be changed. You can only use 1 "Rocket Hand" effect per turn, and only once that turn.
Rocket Hand — Power Evaluation
Final Score: 43 ± 5 · Confidence: Medium
- Intrinsic: 48 · Deck: 45 · Meta: provisional
- Primary role: Removal · Secondary: Utility, Floodgate/Control
Why it scores here
Rocket Hand is a conditional removal trap that requires an existing 800+ ATK body on field, limiting its standalone accessibility. While it delivers flexible destruction and board locks for its cost, the lack of any combo board representation and its reliance on prior setup prevent it from reaching higher power tiers. The card serves as a serviceable tech in Inzektor and similar decks that naturally generate qualifying bodies, but it does not drive combo chains or generate inherent advantage.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Trap card requiring a qualifying 800+ ATK Attack Position monster to activate; accessible in Inzektor decks that consistently produce such bodies, but dead if the board is clear (verified: text condition) |
| Combo & Conversion | 25 | Card text permits targeted destruction and board locks but generates no combo chains; does not appear in any combo boards despite being in 4 archetypes that typically have recorded combos (verified: 0 combo appearances) |
| Resource Economy | 50 | Converts 1 trap card + 1 equipped monster status into 1 destroyed opponent card + 1 board lock; roughly even trade with no inherent advantage generation (inferred: cost-benefit from text) |
| Effect & Interaction | 52 | Provides flexible destruction of any face-up card and locks the equipped monster's ATK and position, but does not prevent opponent summons or negate effects (verified: text describes destruction and locks only) |
| Material Utility | 15 | Once equipped and activated, the monster becomes nearly unusable due to 0 ATK lock and position lock; trap itself has no material value as a card (verified: text specifies effects) |
| Resilience & Flexibility | 28 | Card is vulnerable to single removal of the equipped monster or the trap itself; once-per-turn limitation prevents repeated use; no built-in recovery (verified: standard once-per-turn clause, no recursion in text) |
| Deck-Building Efficiency | 48 | Runs 2-3 copies per deck with mild restriction; appears consistently across 4 archetypes suggesting broad applicability (observed: avg 2.12 copies, 4 distinct archetypes in sample) |
Calculation
Weight profile: Primary role: Removal / Negation (100%). Intrinsic ≈ 48, Deck ≈ 45, Meta = provisional. Modifiers: Very small deck sample (-1); Zero combo evidence despite 4 archetype homes (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Provides flexible destruction of any face-up card on field
- Grants +800 ATK boost to qualifying bodies, improving combat math
- Locks both ATK and battle position of equipped monster, preventing opponent adaptation
- Runs smoothly in Inzektor and similar decks with abundant 800+ ATK bodies
- All-in-one removal + utility effect reduces deck slots compared to separate cards
Weaknesses
- Requires existing 800+ ATK Attack Position body to activate; dead without setup
- Trap card activation must wait for your turn, reducing responsiveness
- Equipped monster becomes nearly unusable for material after activation due to 0 ATK and position locks
- Single removal of equipped monster or trap destroys all setup investment
- Once-per-turn activation limits burst removal capability
- Not searchable or tutored by observed top partners
- Zero presence in combo boards despite being in combo-heavy archetypes
Counters / choke points
- Ash Blossom & Joyous Spring negates activation from hand
- Removal of equipped monster destroys the trap as well
- Spell/Trap removal effects before activation prevent use
- Decks with low ATK bodies or only Defense Position monsters may make equip impossible
Best use
Flexible removal and board lock utility in decks with consistent 800+ ATK bodies. Decks: Inzektor, Ally of Justice, Heros.
Evidence & gaps
- Verified: Card text fully specified: equip trap requiring 800+ ATK Attack Position body, grants +800 ATK, can send self to GY to destroy face-up card and lock ATK/position; Appears in 8 real decks with average 2.12 copies per deck; Present in 4 distinct archetypes with clear Inzektor concentration (37.5%); 100% co-occurrence with Harpie's Feather Duster in all running decks; Not a top card across any format (top-card status = false)
- Observed: Inzektor builds show highest density at 37.5% of deck sample; Top partners predominantly Inzektor monsters at 37.5% co-deck rate; Secondary partners Monster Reborn (62.5%) and Armed Dragon Thunderbolt (50%) suggest removal synergy; All instances run in main deck, zero side deck inclusions
- Inferred: Primary role is Removal due to destruction and lock effects in text; Accessibility limited by setup requirement for existing qualifying body on field; Combo conversion minimal because text provides no combo chains and requires prior board; Material utility severely diminished by 0 ATK and position locks applied upon activation; Resilience poor due to vulnerability to single removal of equipped monster or trap
- Data gaps: No combos supplied — combo conversion is text-only inference with zero real-game validation No guides supplied — cannot confirm role or popularity from guide context No banlist token — assumed 3 copies unlimited; actual ban status unknown No usage statistics (StatisticsCard) — archetype inclusion percentages inferred from 8-deck sample only Very small deck sample (8 decks total) limits statistical power No combo boards despite multiple combo-heavy archetypes — unusual gap warrants confidence reduction






