Spell
EquipAir Cracking Storm
View:
3528
Equip only to a Machine monster. When that attacking monster destroys your opponent's monster by battle: You can activate this effect; it can make a second attack during this Battle Phase. Your other monsters cannot attack the turn you activate this effect.
Air Cracking Storm — Power Evaluation
Final Score: 37 ± 8 · Confidence: Medium
- Intrinsic: 37.7 · Deck: 36.1 · Meta: provisional
- Primary role: Extender · Secondary: Board breaker
Why it scores here
Air Cracking Storm converts a Machine monster's battle win into one extra attack this Battle Phase, which is a real but single-step payoff with no card advantage, no searching and no body of its own. It is restricted to Machine monsters and costs a card to use, so it earns little for accessibility and resource economy. The evidence shows four recent decks running one copy across three archetypes, but no recorded boards, so the score rests on card text and deck inclusion rather than observed combo impact. High deck inclusion here reflects a niche role, not intrinsic strength.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 40 | Equip Spell that needs a Machine on the field; four decks run it, but no combo starter or search evidence exists (inferred from text and deck counts). |
| Combo & Conversion | 35 | One extra attack after a Machine wins a battle, with the other-monsters restriction; no recorded boards to confirm impact (inferred, text-based). |
| Resource Economy | 25 | Costs a card and returns nothing; no searches, refuel or advantage in the evidence (verified from text). |
| Effect & Interaction | 20 | No negation or removal; a second attack can finish a monster but is not interaction in itself (inferred). |
| Material Utility | 5 | Spell card with no body, so it provides no material value (verified from card type). |
| Resilience & Flexibility | 30 | Equip Spells are fragile to backrow and equip-removal and are dead when the Machine is absent (inferred from text). |
| Deck-Building Efficiency | 45 | One copy per deck and a Machine-only target create mild restriction; no garnet or lock effect (verified from text and deck counts). |
Calculation
Weight profile: Primary role Extender, no secondary blend applied. Intrinsic ≈ 37.7, Deck ≈ 36.1, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Clean, single-step battle-phase extension on a Machine attacker
- Appears in four recent decks across three archetypes at one copy each
- Cheap to run and easy to rule
Weaknesses
- Machine-only equip target limits where it can be used
- Gives no card advantage and no board presence on its own
- Its value depends on a Machine winning a battle first
Counters / choke points
- Backrow or equip removal that destroys the equipped Machine
- Effects that stop the equipped monster from battling
Best use
Battle-phase extender on a Machine attacker. Decks: P.U.N.K., Deskbot, DoomZ. Suggested copies: 1.
Evidence & gaps
- Verified: Equip Spell restricted to Machine monsters, one copy per deck, four decks in three archetypes
- Observed: Four recent decks run one copy each; no combo appearances recorded
- Inferred: Second attack is the only conversion, and it depends on a battle win; Fragile to backrow and equip removal
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited)






