Hand ( archetype ) " Hand " ( ハンド " Hando " ) is an anime - only archetype used by Girag in the " Yu - Gi - Oh ! ZEXAL " anime . Visually , they appear as large mechanical human hands , often constructed primarily of a unique natural element . In the anime , some " Hand " monsters like " Fire Hand " and " Ice Hand " attach themselves to their controller ' s shoulder , like a , while also causing the controller extreme pain . The cards of the archetype do not seem to have a single strong effect focus , though they generally focus on a defensive Control Strategy . Several of the the later cards feature effect s that activate when destroyed by battle . The Xyz Monster s of the archetype have effects that respond to and negate other monsters ' effects when it is activated . Due to this archetype ' s Japanese name , it technically also includes numerous cards unrelated to its play style and that do not have " Hand " anywhere in their English name , such as " Extra Hundred " . Play Style . The " Hand " archetype has a rather straightforward play style centered mostly on " Fire Hand " and " Ice Hand " . When either of this pair is destroyed by an opponent ' s card ( by battle or card effect ) and sent to the Graveyard , they can destroy a monster the opponent controls ( " Fire " ) or a Spell / Trap card the opponent controls ( " Ice " ) . Once a card is successfully destroyed this way , each " Hand " can Special Summon its opposite counterpart directly from the Deck . Since this effect can be used as many times in a turn as possible , a popular strategy is to ram the " Hands " against a stronger enemy monster as many times as possible . This will successively destroy the opponent ' s field while successively Summoning the alternating " Hands " from the Deck . While this can cost some Life Points ( a risk which can be easily be resolved by throwing in a " Spirit Barrier " ) , they are capable of shifting card advantage away from the opponent quickly , making them excellent floater s . " Black Garden " can be used to generate tokens for the " Hands " to attack and trigger their effects , reducing the strain on the player ' s Life Points . They can also be used defensively , since opponents who are aware of the " Hands ' " capabilities may choose to hold back on their offensive out of fear of losing their cards . In conjunction with destroying the opponent ' s cards , " Fire Hand " and " Ice Hand " are capable of independently maintaining board presence , Deck Thinning , and also filling the Graveyard for resources that can be exploited by monsters like " Blaster , Dragon Ruler of Infernos " and " Tidal , Dragon Ruler of Waterfalls . " The other two members , " Prominence Hand " and " Magic Hand " take a radically different approach and tend to be less popular . " Prominence Hand " serves to facilitate easy Xyz Summon s , by Special Summon ing itself when any other " Hand " is in play . While this can be useful in certain situations , that approach is sometimes forgone by players who prefer to sacrifice their more valuable " Hands " in exchanges with the opponent . Meanwhile , " Magic Hand " is the true oddball of the group . " Magic Hand " offers the unique ability to , one time only , shut down the opponent ' s ability to search their Deck . Since its effect doesn ' t directly help the other members , it finds itself rarely used . However , it can make a useful one - time combo with " Dark Designator , " which forces the opponent to search for a monster of your choice . " Magic Hand " will immediately discard the searched card and deal 800 damage as a bonus , which can help break combos and hinder fine - tuned Decks . Also , since it lacks the destruction combos of the " Ice " and " Fire " pair , it makes for a better partner to " Prominence Hand " . With its Type being Spellcaster , it opens up the possibility of comboes involving the Pyro - Type " Hands " and " Inari Fire " . The boss monsters of the archetype are " " and its evolution , " . " The former has a useful Quick Effect that allows it to negate the effects of an opponent ' s monster while also preventing them from changing their battle position , at the cost of both of its Xyz Material s . However , it is often unfavored due to its rather low ATK and DEF values for a Rank 4 ( both 2000 ) and because of splashable cards like " Fiendish Chain " and " Breakthrough Skill " that serve the same purpose , but with more reliability . " " is unique amongst " C " monsters in that it can " only " have an effect through the use of a " Rank - Up - Magic " Spell Card . In compensation it can acquire its effect by having ANY " Number " monster attached to it as Xyz Material , unlike the rest of the " Number C " monsters that require specific base forms to get all of their effects . Together with " Rank - Up - Magic Limited Barian ' s Force , it can easily fit into a huge variety of decks , and is arguably the most splashable " Number C " card . While its battle stats are respectable , boasting a decent 2600 ATK , " Red Hand " generally isn ' t as powerful as other " Number C " monsters , trading strength for raw utility . Its effect , which negates all effects on the field in response to an effect activation can make it a powerful support monster in any Xyz - focused Deck . Weaknesses . The " Hand " archetype can be tricky to handle despite the small size of the archetype . However , the power lies almost exclusively in the effects of " Ice Hand " and " Fire Hand " and can be taken down easily if one prevents their destructive effects from triggering . One way to beat the pair is to exploit the limitations imposed by their card text ; they can only Summon a replacement if they destroy the respective opponent ' s card . Using card effects against " Fire Hand " while controlling no monsters , or destroying " Ice Hand " while controlling no Spell or Trap card , can slow down the entire combo . Furthermore since all the effects of " Fire Hand " and " Ice Hand " only activate when sent to the Graveyard , effects that banish them like " Dimensional Prison " or " Dimensional Fissure " can shut down the pair . Also , cards which negate effects in the Graveyard like " Soul Drain " work just as well to stop their combo .