Thunder of Ruler
Trap Normal

Thunder of Ruler

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During your opponent's Standby Phase: You can activate this card; there is no Battle Phase this turn.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 7, 2026
51± 8/ 100
Power Score
Intrinsic 53
Deck 49

Thunder of Ruler — Power Evaluation

Final Score: 51 ± 8 · Confidence: Medium

  • Intrinsic: 53 · Deck: 49 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Negation/Interaction

Why it scores here

Thunder of Ruler is a one-slot Normal Trap whose only job is to skip the opponent's Battle Phase during their Standby Phase, so its value is a single turn of attack denial rather than any board, body, or card advantage. Its 400/400 deck inclusion across 70 archetypes confirms it is a generic staple (accessibility), but the rubric does not reward that frequency beyond the accessibility axis, so it lifts the score only modestly. No combo data is supplied, so combo conversion and deck synergy stay low, and the score sits in the low-50s rather than the top tier.

Axis scores

Axis Score Evidence
Accessibility 60 Present in 400 of 400 sampled decks across 70 archetypes at 1.63 average copies, so it is usually live, but it must be Set before activation and no combo stat confirms starter or searched routes (observed; setup timing inferred).
Combo & Conversion 10 Zero recorded combo appearances and no combo examples, and the text creates no board or cards on its own (verified: text, observed: combos).
Resource Economy 25 Costs a card to deny one Battle Phase and returns nothing; no refuel, search, or advantage line appears in the text (verified: text).
Effect & Interaction 58 Stops the opponent's Battle Phase on their Standby Phase, a strong answer to attack-based boards but no negation of effects (verified: text; strength of denial inferred).
Material Utility 0 A Trap Card can never be material and has no body to convert when negated (verified: frame type and text).
Resilience & Flexibility 40 Set-and-wait trap that does not survive being negated by trap-negation effects and is only usable on the opponent's Standby Phase (inferred from text).
Deck-Building Efficiency 75 One slot at up to 3 copies, no garnet or self-lock restriction, and no brick risk shown in the deck sample (observed: copies distribution; inferred: lock-free text).

Calculation

Weight profile: Board breaker / Going-second profile applied as primary role; no secondary blend (secondary Negation/Interaction is same family).. Intrinsic ≈ 53, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Legal in TCG, OCG and MasterDuel with no banlist token supplied
  • Live across 70 archetypes in the recent sample, so it is portable between homes
  • Cheap to run: one slot, no garnet or self-lock restriction
  • Simple timing: one activation window on the opponent's Standby Phase

Weaknesses

  • Gives no card advantage, board, or body; it trades one card for one turn of Battle Phase denial
  • Does not negate effects, so monster-effect plays that do not need the Battle Phase go through
  • Must be Set in advance, which slows it against fast openings
  • Denial value depends on the opponent's board relying on attacks

Counters / choke points

  • Opponent decks that win through effects rather than attacks (inferred from text: the skip only removes the Battle Phase)
  • Trap negation or removal of the Set card before its activation window (inferred)

Best use

One-turn Battle Phase denial in the opponent's Standby Phase. Decks: Attack-reliant side decks in the sampled archetypes (Diabellstar, Archfiend, Resonator, Snake-Eyes, Rescue-ACE). Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: opponent's Standby Phase activation, skips the Battle Phase for the turn; Frame type is Trap, so it cannot be material; Legal in TCG, OCG and MasterDuel
  • Observed: Present in 400 of 400 sampled decks, 70 distinct archetypes, average 1.63 copies; Top partners are high-frequency staples (e.g. Ash Blossom & Joyous Spring at 84%)
  • Inferred: Setup requires the card to be Set before its activation window; Denial is strongest against attack-based boards and weakest against effect-based boards; Trap-negation effects would hit it, since it is a trap
  • Data gaps: no combos supplied: combo conversion and synergy are text-only inference no guides supplied no banlist token: assumed 3 copies (unlimited) no usage statistics (StatisticsCard) for this card: inclusion % from deck sample only no official rulings supplied for Set-and-activate timing











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