Tornado
Spell Quick

Tornado

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Activate only when there are 3 or more cards in your opponent's Spell & Trap Card Zone. Destroy 1 card in your opponent's Spell & Trap Card Zone.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Oct 7, 2026
49± 8/ 100
Power Score
Intrinsic 49
Deck 49

Tornado — Power Evaluation

Final Score: 49 ± 8 · Confidence: Medium

  • Intrinsic: 49 · Deck: 49 · Meta: provisional
  • Primary role: Removal · Secondary: Board breaker

Why it scores here

Tornado is a Quick-Play that destroys one opponent Spell & Trap card, but only when the opponent controls 3 or more, so its value depends on the opponent's board. It converts into a 1-for-1 removal with no card advantage and no combo evidence (0 boards), so combo and resource scores stay low. Its 4-deck presence confirms it is a playable staple, but per guardrail 3 that frequency does not earn power points; the score reflects the conditional activation.

Axis scores

Axis Score Evidence
Accessibility 55 Played in 4 of 4 sample decks across 4 archetypes at 1-3 copies, but no searcher or combo recorded it (observed, inferred).
Combo & Conversion 20 Text-only destruction with no board-building effect and no combo boards recorded (verified, inferred).
Resource Economy 45 One card destroys one card, with no draw, search, or recursion in the text (verified).
Effect & Interaction 45 Hits opponent Spell & Trap cards and can be activated at instant speed, but only after the 3-card threshold is met (verified, inferred).
Material Utility 5 A Spell card with no material or level role (verified).
Resilience & Flexibility 35 Quick-Play can respond during the opponent's turn, but a single negation or an opponent board below 3 S/T cards shuts it off (inferred).
Deck-Building Efficiency 55 Generic and cheap to run at 1-3 copies, with no garnets or locks, but a dead draw when the opponent has fewer than 3 S/T cards (observed, inferred).

Calculation

Weight profile: 0.7 Removal + 0.3 Board breaker. Intrinsic ≈ 49, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Quick-Play speed lets it respond during the opponent's turn
  • Generic and easy to slot into any S/T-based deck
  • Cheap, with no garnets or locks

Weaknesses

  • Activation needs 3 or more opponent Spell & Trap cards, which is often not met
  • Single-target 1-for-1 with no card advantage
  • Dead when the opponent's board is light on Spell & Trap cards

Counters / choke points

  • Opponent decks running few Spell & Trap cards
  • Spell negation or hand-trap responses
  • Activation-condition timing: the opponent can keep their S/T count under 3

Best use

Situational removal and board breaker against Spell & Trap-heavy boards. Decks: Blue-Eyes, Spellbook. Suggested copies: 1.

Evidence & gaps

  • Verified: Quick-Play Spell with a 3-or-more opponent S/T activation condition and a single destroy effect (card text); Legal in TCG, OCG, MasterDuel and DuelLinks (card formats); Appears in 4 of 4 sample decks across 4 archetypes, 1-3 copies (deck evidence)
  • Observed: Average 2 copies per deck, max 3 (deck evidence); Top partners are generic staples such as Heavy Storm and MST (deck evidence)
  • Inferred: Primary role is removal with a board-breaker secondary role, from the destroy-one-S/T text; Activation threshold limits practical use to S/T-heavy opponents; Reliability reduced by the conditional timing
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies assumed no usage statistics (StatisticsCard), so inclusion relies on the 4-deck sample legal copies empty for all formats no dated metagame sample, so meta power is null











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