Gigantic Thundercross
Gigantic Thundercross

Gigantic Thundercross – #PHHY-EN072

Target a number of monsters on the field and/or in the GYs, equal to the difference between your banished cards and your opponent’s; banish them, then your opponent can Special Summon 1 monster from their Deck. You can only activate 1 “Gigantic Thundercross” per turn.

Date Reviewed:  May 3rd, 2023

Rating: 2.17

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Gigantic Thundercross is a balancing the field/potential blowout card based on banished difference.

Normal Trap balances out the power Thundercross can have. First, some math: figure out the difference between your banished cards and your opponents. Once you’ve got that, target that number of cards in the opponent’s grave and on the field and banish them. Overpowering in many different decks, especially early on if you get a good amount of banished cards. One Pot of Desires covers a whole lot of cards your opponent could throw into the grave or onto the field, eliminating any bit of advantage they may have gained that turn. Banishing rather than destroying will eliminate any effects or protection that cards may have had for your opponent, and there being no real costs to activate, even if it is negated this card has already paid for itself.

The allowing your opponent the ability to Special Summon a monster from their Deck is troublesome, but can be negated with stuff like Bottomless Trap Hole, Solemn Warning, Solemn Strike, or the always handy/dependable Jowgen/any Special Summon Continuous prevention monster/Spell/Trap. Thundercross says they “can” it isn’t a requirement for them to do so for you to activate this card. Also, if they lock themselves into only a certain kind of monster for the rest of the turn like say from the Extra Deck, then they would have set themselves up to miss out, but most likely it will be you preventing the Special Summon through some sort of effect.

Gigantic Thundercross is a trap that needs a little bit of setup and isn’t for every deck. On its own and with the combo nature of decks now, you don’t want to give your opponent a Special Summon unless you have that negation to it locked and loaded. This card can be a great removal card, but like I said, it isn’t for everyone.


Art-4/5- Teamwork makes the dream work

Until Next Time

Crunch$G Avatar

Midweek brings us to a card that mainly relates to the Albaz lore through the artwork, Gigantic Thundercross.

Thundercross is a Normal Trap that lets you target a number of monsters on the field and/or in the graveyards equal to the difference between your banished cards and the opponent’s, and banish the targeted cards, then the opponent can summon a monster from their Deck. So the first part of banishing multiple cards can be great for field removal or graveyard disruption, taking away a varying number of key resources from the opponent. It just goes from good to terrible once you realize then your opponent gets literally any monster of their chosing from their Deck, likely putting you in a rough position depending on what monster they end up choosing. It’s just way too risky and not worth it. It’s a hard once per turn, but honestly I don’t want to use 1 to begin with. If you turn off Special Summons, then it’s nice removal, but that’s way too niche of a situation to warrant running this.

Advanced Rating: 1.75/5

Art: 2/5 It’s a visual mess unless you look closely I guess.

Mighty Vee

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