Spell
NormalCard Destruction
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Both players discard as many cards as possible from their hands, then each player draws the same number of cards they discarded.
Card Destruction — Power Evaluation
Final Score: 50 ± 6 · Confidence: Medium
- Intrinsic: 48 · Deck: 52 · Meta: provisional
- Primary role: Utility
Why it scores here
Card Destruction is a symmetric hand refresh: both players discard as many cards as they can and draw the same number back. It converts a poor hand into a fresh one but does not build a board, add a body, or create card advantage for its user, so it scores in the middle band. Its 400-of-400 presence at one copy and 125 distinct archetypes earn the generic-utility and deckbuilding points, but that breadth reflects being a generic staple rather than raw power, and no points were given for the 100% usage_statistics inclusion figures.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | It is a normal Spell in hand with no search route, and it appears in all 400 sampled decks at one copy, so it is reliably available as a draw-and-refresh option (observed). |
| Combo & Conversion | 25 | Text shows it converts nothing into a board on its own, and combos_evidence is empty, so the score rests on text-only inference (inferred). |
| Resource Economy | 50 | Both players discard and draw the same count, so net card advantage for its user is neutral, with some upside when the discarded cards have graveyard value (inferred). |
| Effect & Interaction | 15 | It gives no opponent interaction; the opponent refreshes the same way, so it only offers a limited tempo effect (verified). |
| Material Utility | 10 | It is a Spell with no body, so it contributes nothing as material or as a level/attribute provider (verified). |
| Resilience & Flexibility | 35 | As a Spell it can be negated on activation, and a negation ends its effect, though the cost to its user is mostly tempo (inferred). |
| Deck-Building Efficiency | 80 | One copy is legal in TCG, OCG, MasterDuel and GOAT, it takes a single slot, and it has no garnet or self-lock restriction (verified). |
Calculation
Weight profile: Utility / no clear role (default), no secondary blend. Intrinsic ≈ 48, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Playable in 400 of 400 sampled decks at one copy, so it is always available as a refresh
- Costs one slot with no garnet or lock restriction
- Applies to any hand, so it works across many archetypes (125 distinct)
Weaknesses
- Creates no board, body, or lasting advantage on its own
- Net card advantage is neutral, so it only helps when the current hand is poor
- Symmetric: the opponent receives the same refresh
Counters / choke points
- Spell-negation effects can stop its activation (inferred from card type, not from supplied evidence)
Best use
Hand refresh utility when the hand is poor and a reset is worth the symmetry. Decks: Dark World, Danger!, Red-Eyes, Blue-Eyes. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: both players discard as many cards as possible, then each draws the same number; Legal at 1 copy in TCG, OCG, MasterDuel and GOAT; Present in 400 of 400 sampled decks at 1 copy each; Spell card with no ATK, DEF or body
- Observed: Spans 125 distinct archetypes, led by Dark World (73 decks) and Danger! (28 decks); usage_statistics show 100% inclusion in 10 of 11 tracked archetype/gameplay pairs; Guides list it as a Staple in several builds
- Inferred: Neutral card advantage that is useful mainly when the hand is poor; Tempo-based value, since the opponent receives the same refresh; Spell-negation effects can stop its activation
- Data gaps: no combos supplied, so combo conversion and deck centrality are text-only inference no card rulings supplied no dated metagame sample, so meta_power is null top_card_context has no rankings






