LIGHT
4Thunder Hand
ATK:
1600
DEF:
1600
View:
2300
If a face-up monster(s) you control with 1600 original ATK or DEF is destroyed by battle or an opponent's card effect and sent to the GY, while this card is in your hand or GY: You can Special Summon this card (but banish it when it leaves the field), and if you do, destroy 1 card your opponent controls. You can only use this effect of "Thunder Hand" once per turn.
Thunder Hand — Power Evaluation
Final Score: 58 ± 8 · Confidence: Medium
- Intrinsic: 59 · Deck: 58 · Meta: provisional
- Primary role: Removal / Negation · Secondary: Recovery/Recursion
Why it scores here
Thunder Hand converts a single trigger into a Special Summon of itself plus the destruction of 1 opponent card, but only after one of your face-up monsters with 1600 original ATK or DEF is destroyed by battle or an opponent's effect. Its 1600 ATK and 1600 DEF earned no points on their own; the score comes from the hand/graveyard trigger, the conditional removal, and a cheap, flexible deck slot. Its observed presence in 57 sampled decks across 19 archetypes confirms accessibility and portability, not raw strength. Combo evidence is absent, so combo conversion is scored from card text only.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Live from hand or graveyard, but only once a qualifying 1600 monster is destroyed; it is not searchable and the condition is narrow (verified text, 57 decks observed). |
| Combo & Conversion | 45 | Text-only inference: a body plus one destroy on a qualifying trigger, with no recorded combo boards to confirm the line (inferred; combo data has zero appearances). |
| Resource Economy | 60 | Trades a special summon from hand or graveyard plus one destroy for the qualifying monster already lost, so it is card-positive when the trigger happens (verified text, inferred net value). |
| Effect & Interaction | 55 | Destroys 1 card the opponent controls, which is real removal, but it is conditional on the trigger and not a negation (verified text). |
| Material Utility | 60 | A Level 4 LIGHT Thunder body with no tuner, usable as a generic Level 4 material, though it is banished when it leaves the field (verified card data, inferred use). |
| Resilience & Flexibility | 60 | Works from two zones (hand and graveyard) and is once per turn, which resists single-zone interaction but is limited to one use a turn (verified text). |
| Deck-Building Efficiency | 80 | Played 1–3 copies (avg 1.65), with no garnet or self-lock; the copy distribution shows it is cheap to run (observed, 57 decks). |
Calculation
Weight profile: 0.7 Removal/Negation + 0.3 Recovery/Recursion. Intrinsic ≈ 59, Deck ≈ 58, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Live from hand or graveyard, so it can respond on the opponent's turn once a qualifying 1600 monster is destroyed
- Brings a body and a destroy from one trigger when the condition is met
- Cheap to run: 1–3 copies, no garnet or lock
- Level 4 LIGHT Thunder body usable as a generic Level 4 material
Weaknesses
- Condition is narrow: only monsters with 1600 original ATK or DEF qualify
- Once per turn, and banished when it leaves the field
- The destroy hits 1 card, not a board wipe
Counters / choke points
- Stopping the destruction or targeting of your 1600 monsters before they die (inferred from the trigger)
- Opponent effects that banish, bounce or otherwise remove without destruction do not trigger it (inferred from the text)
- Negating the Special Summon itself (inferred from the summon-based effect)
Best use
Hand/GY-triggered Special Summon plus destroy 1 card. Decks: Branded, Thunder Dragon, Hand. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: Special Summon from hand or GY after a face-up 1600 original ATK/DEF monster is destroyed by battle or opponent effect, then destroy 1 opponent card; once per turn; banished when it leaves the field; Level 4 LIGHT Thunder, 1600/1600, Effect Monster, legal in TCG, OCG and MasterDuel; 57 sampled decks run it, avg 1.65 copies, distribution 35×1, 7×2, 15×3
- Observed: Spread across 19 distinct archetypes; 87.7% of decks in gameplay type 7; Raigeki co-occurs in 59.6% of decks; Fire Hand and Ice Hand co-occur in 40.4% each
- Inferred: Live as a dead card in hand or GY, so it is not a pure dead draw when the trigger happens; The trigger is a conditional 2-for-1 when it fires, though it depends on the opponent destroying or your own 1600 monster
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no official rulings supplied; timing of the once-per-turn and banish-on-leave interactions is inferred from text legal copies is empty for all formats






