Card Destruction
Spell Normal

Card 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.




 
 
AI Power Analysis
UtilityConfidence: Medium
50± 6/ 100
Power Score
Intrinsic 48
Deck 52

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











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