Card Rotator
Spell Normal

Card Rotator

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Send 1 card from your hand to the Graveyard. Change the battle positions of all monsters your opponent controls. (Face-down Defense Position monsters are flipped to face-up Attack Position.)




 
 
AI Power Analysis
UtilityConfidence: Medium
42± 8/ 100
Power Score
Intrinsic 42
Deck 42

Card Rotator — Power Evaluation

Final Score: 42 ± 8 · Confidence: Medium

  • Intrinsic: 42 · Deck: 42 · Meta: provisional
  • Primary role: Utility · Secondary: Board breaker

Why it scores here

Card Rotator is a one-shot Spell that costs a hand card and changes the battle positions of every opponent monster, so its value is a tactical swap rather than a repeatable engine. It reliably gives a small battle-phase or Defense-to-Attack advantage when the opponent has monsters on the field, but it converts into little board or advantage on its own. The score is held down by the hand-card cost, the lack of combo or guide evidence, and the fact that it is a single soft effect; its 2,519 views and 9-deck presence confirm accessibility but earn no points for popularity.

Axis scores

Axis Score Evidence
Accessibility 45 Run as a single main-deck copy in all 9 sampled decks across 4 archetypes, but no starter or searched appearances are recorded in combos (observed; no combo sample).
Combo & Conversion 30 Text converts one hand card into a board-wide position change with no added bodies or follow-up; no recorded boards support a larger conversion (inferred).
Resource Economy 15 Costs one card from hand to the Graveyard and draws nothing back, a net -1 that only trades for the position swap (verified).
Effect & Interaction 40 Soft interaction: flips opponent Defense-position monsters to Attack and changes positions, but neither negates nor removes anything (verified).
Material Utility 5 Spell card with no material or level value, so it contributes nothing as a body (verified).
Resilience & Flexibility 30 One-shot effect with no recurring presence, easily answered by a negate or by the opponent simply not having monsters in the relevant state (inferred).
Deck-Building Efficiency 60 One copy, no garnets or locks, and easy to splash, but it occupies a main-deck slot that often competes with stronger generic staples (inferred).

Calculation

Weight profile: Utility / no clear role (default) profile; Board breaker secondary not blended because the card reads as a generic tech spell. Intrinsic ≈ 42, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Consistently run as a single copy across all 9 sampled decks (observed)
  • Cheap to include: one copy, no garnets or locks (verified)
  • Position change applies to every opponent monster at once (verified)

Weaknesses

  • Costs a hand card and returns nothing (verified)
  • Does not negate, remove, or add bodies (verified)
  • No combo, guide, or StatisticsCard evidence to show a reliable line (data gap)

Counters / choke points

  • Negation of the Spell in response (inferred)
  • Opponent with no face-down Defense-position or relevant monsters makes the effect near-dead (inferred)

Best use

Utility tech spell for converting Defense-position monsters into battle targets. Decks: Flamvell, Exodia, Greed, Nouvelles. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: send 1 card from hand to GY, change battle positions of all opponent monsters; Single main-deck copy in 9 of 9 sampled decks; Card is a Spell with no material or level value
  • Observed: Present in 9 of 400 sampled decks across 4 archetypes; Top partners co-occur in 8 of 9 decks, mostly Exodia and Flamvell pieces
  • Inferred: Effect is a tactical tech rather than a repeatable engine; Negation or an empty opponent field makes the card near-dead
  • Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard); archetype inclusion is inferred from the deck sample only no banlist token; assumed 3 copies (unlimited) no rulings or Rush Duel max_atk relevance











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