Chain Material
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Chain Material

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Any time you Fusion Summon a monster this turn, you can remove from play, from your side of the field, Deck, hand or Graveyard, Fusion Material Monsters that are listed on the Fusion Monster Card, and use them as Fusion Material Monsters. You cannot attack during the turn this card is activated. If you used this effect for a Fusion Summon, the Summoned Fusion Monster(s) is destroyed during the End Phase.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Oct 8, 2026
51± 6/ 100
Power Score
Intrinsic 52
Deck 54

Chain Material — Power Evaluation

Final Score: 51 ± 6 · Confidence: Medium

  • Intrinsic: 52 · Deck: 54 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Extender

Why it scores here

Chain Material is a Trap that turns Fusion Summons into board-building by pulling Fusion materials from the field, Deck, hand or Graveyard, so it converts a Fusion-heavy hand into extra bodies for a turn. It is a set Trap, so it needs a turn of setup, and it cannot attack on the turn it resolves, while the Fusion monster it creates is destroyed in the End Phase; these drawbacks are why it does not score higher. Its 3-copy, 111-deck footprint across 23 archetypes confirms it is a practical, cheap-to-run Fusion staple, not a high-ATK or popularity-driven score, and the absence of combo and guide evidence keeps the score at Medium confidence.

Axis scores

Axis Score Evidence
Accessibility 45 Not searchable and must be set a turn before use, but it runs 3 copies in 111 of 111 decks, so it is reliably present in the deck (observed; setup timing from text, inferred).
Combo & Conversion 60 Text lets it pull Fusion materials from up to four zones and build a full Fusion board, but no combo boards were supplied to confirm the conversion (inferred from text).
Resource Economy 65 Fusion materials are reused from the Graveyard, Deck and hand without being spent, which is strong card-efficiency value (verified from text).
Effect & Interaction 10 It offers no negation, removal or hand-trap reach, so it provides no opponent interaction (verified from text).
Material Utility 20 It is not a body, so there is no material value of its own; its value is entirely in enabling other materials (verified from text).
Resilience & Flexibility 35 A set Trap is exposed to backrow removal and cannot attack on its activation turn, though it works across Fusion archetypes (verified from text; resilience inferred).
Deck-Building Efficiency 70 Three copies in every sampled deck with no garnets or locks, and a Trap-slot cost that is mild (observed in decks; slot cost inferred).

Calculation

Weight profile: 0.7 Combo enabler + 0.3 Extender. Intrinsic ≈ 52, Deck ≈ 54, Meta = provisional. Modifiers: Self-restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts Fusion materials from four zones into board presence
  • Runs 3 copies in every sampled deck with no garnet or lock cost
  • Works across 23 archetypes, so it is portable among Fusion homes

Weaknesses

  • Must be set a turn before it can be activated
  • Cannot attack on the turn it resolves
  • Fused monsters are destroyed in the End Phase if the effect was used for Fusion Summon
  • Provides no negation or removal

Counters / choke points

  • Backrow removal or destruction of the set Trap
  • Negation of the Trap's activation
  • Opponent interaction on the Fusion Summon itself

Best use

Fusion enabler and board extender for Fusion-based lines. Decks: Phantom Knights, Elemental Hero, ZEXAL, Bamboo Sword, Battlin' Boxer. Suggested copies: 3.

Evidence & gaps

  • Verified: Text: pulls Fusion materials from field, Deck, hand or Graveyard and uses them as Fusion materials; Text: cannot attack the turn it is activated; Text: the Fusion monster summoned with it is destroyed in the End Phase; Trap card type
  • Observed: Appears in 111 of 111 sampled decks at 3 copies on average 2.71; Runs across 23 distinct archetypes, with 80.2% in gameplay type 4; Partners: Fusion Gate in 91% of its decks; Usage stats: 100% inclusion in Elemental Hero, Battlin' Boxer, ZEXAL, Bamboo Sword and Arcana Force
  • Inferred: Needs a turn of setup before activation, from the Trap card type; Fusion-enabler role is practical rather than a high-ATK or popularity score; Resilience to backrow removal, from the set-Trap form
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token; assumed 3 copies (unlimited) no searcher or starter-count data for resilience or accessibility











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