Spell
NormalCard Rotator
View:
2584
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.)
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






