LIGHT
4X-Cross Cannon
Archetype:
A-to-Z
ATK:
1800
DEF:
1500
View:
3426
If you control a LIGHT Machine Fusion or Union monster: You can Special Summon this card from your hand. During your Main Phase: You can equip 1 appropriate LIGHT Machine Union monster from your Deck to this card as an Equip Spell as if it were equipped by that monster's effect, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. You can only use each effect of "X-Cross Cannon" once per turn.
X-Cross Cannon — Power Evaluation
Final Score: 59 ± 6 · Confidence: Medium
- Intrinsic: 55 · Deck: 61 · Meta: provisional
- Primary role: Combo enabler · Secondary: Extender, Material body
Why it scores here
X-Cross Cannon is a conditional enabler: it Special Summons from hand only while you control a LIGHT Machine Fusion or Union monster, and it pulls a LIGHT Machine Union from the Deck as an Equip Spell, which is the card's main value. Its 1800 ATK and Level 4 body earn almost nothing on their own, and the score comes from the ABC shell that runs it in 400 of 400 sampled decks at about 2.8 copies each, with high observed board power (89.8 average) once it is present. The Extra Deck summon restriction and the dependence on a Union or Fusion already on the field cap the score, so the card rates as a strong piece of a specific engine rather than a standalone threat.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Hand Special Summon depends on a LIGHT Machine Fusion or Union already being on the field, but ABC runs it in 400/400 sampled decks at 2.82 copies on average, so the route is practical (observed). |
| Combo & Conversion | 70 | All 6 recorded boards include it with an average power index of 89.8, and the top examples reach 4 end monsters with 1–2 starters, which is a real conversion into board (observed). |
| Resource Economy | 55 | The Deck-to-field equip effect gives tempo rather than card advantage, and the evidence shows no graveyard refuel; netCardAdvantage of 6 on the sample boards is attributed to the engine, not the card alone (inferred). |
| Effect & Interaction | 10 | The text has no negation, removal, or disruption clause, so it provides no opponent interaction (verified). |
| Material Utility | 50 | A Level 4 LIGHT Machine body is a generic material for Xyz, Synchro and Fusion lines, but material role is 0 in the combo evidence, so the value is inferred from its stats and type rather than observed (inferred). |
| Resilience & Flexibility | 45 | Its hand summon needs a specific field condition and it has no protection clause, so it is fragile against a single disruption on the Union or Fusion it depends on (inferred). |
| Deck-Building Efficiency | 55 | It is a 3-copy main deck slot inside a dense Union package with no garnets, but it adds a per-turn Extra Deck summon restriction that constrains the rest of the turn (verified). |
Calculation
Weight profile: 0.7 Starter/Combo enabler + 0.3 Extender (blended as the secondary role). Intrinsic ≈ 55, Deck ≈ 61, Meta = provisional. Modifiers: Self-restriction on Extra Deck Special Summons (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Hand Special Summon plus a Deck-to-field equip gives two access routes once a LIGHT Machine Union or Fusion is out
- Appears in every sampled deck of the dominant ABC shell at about 2.8 copies, so it is a consistent, portable enabler
- Observed boards it appears in reach 4 end monsters with power index around 90
Weaknesses
- Hand summon requires a LIGHT Machine Fusion or Union already on the field, so it is dead in hand otherwise
- The Extra Deck summon restriction limits follow-up plays on the turn it is used
- Effect is once per turn per effect and offers no negation, removal or interaction
- Its 1800 ATK and 1500 DEF add nothing to the score
Best use
Combo enabler: hand-summon extender that fetches the next Union equip into the engine. Decks: ABC (gameplay 7, the dominant home), ABC (gameplay 3 and 4 variants). Suggested copies: 3.
Evidence & gaps
- Verified: Card text: hand Special Summon conditioned on a LIGHT Machine Fusion or Union, Deck-to-field equip of a LIGHT Machine Union, and the Extra Deck summon restriction; Appears in 400/400 sampled decks at 2.82 copies on average, 100% inclusion in the ABC StatisticsCard rows
- Observed: 6/6 recorded combos include the card, average power index 89.8, average starter count 0.83; Top partners Y-Yare Head, Z-Zillion Tank and XYZ-Hyper Dragon Cannon appear in 100% of decks
- Inferred: Hand summon is a practical route because the ABC shell fields Union or Fusion monsters early; Material value is generic at Level 4 LIGHT Machine but not observed in material role
- Data gaps: no banlist token; assumed 3 copies (unlimited) combo role breakdown is empty (starter role, searched-for role, material role and payoff role all 0) despite 6 appearances, so role is inferred from text combo role arrays are empty in all combo examples no counter or interaction data supplied no meta sample supplied, so meta power is null






