Clear World
Spell Field

Clear World

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During each of your End Phases, pay 500 Life Points or destroy this card. Each player receives effects, depending on the monster Attributes they control. ● LIGHT: Play with your hand revealed at all times. ● DARK: If you control 2 or more monsters, you cannot declare an attack. ● EARTH: During your Standby Phase: Target 1 face-up Defense Position monster you control; destroy that target. ● WATER: During your End Phase: Discard 1 card. ● FIRE: During your End Phase: Take 1000 damage. ● WIND: You must pay 500 Life Points to activate a Spell Card.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Oct 8, 2026
57± 8/ 100
Power Score
Intrinsic 58
Deck 57

Clear World — Power Evaluation

Final Score: 57 ± 8 · Confidence: Medium

  • Intrinsic: 58 · Deck: 57 · Meta: provisional
  • Primary role: Floodgate/Control

Why it scores here

Clear World is a symmetric Field Spell whose value comes from its six attribute effects, which hit the opponent's board and hand (e.g., LIGHT reveals the hand, DARK blocks attacks, EARTH destroys a Defense Position monster each Standby Phase). The recurring End Phase cost of 500 LP or self-destruction limits how long it stays useful. The score is driven by effect interaction and by a moderate, reliable route into the field, not by the deck count. The 142 decks and 75% archetype inclusion confirm it is actually played and not a forgotten pick, but they do not add points on their own. No combo evidence exists, so combo conversion and resource economy are scored from card text alone and kept low.

Axis scores

Axis Score Evidence
Accessibility 62 Live in 142 recent decks at a typical 3 copies, and Terraforming co-occurs in 63.4% of them, which suggests a field-spell route (inference; that card's text is not in evidence). No starter or searched counts are available (inference).
Combo & Conversion 35 No combo boards were recorded (0 appearances), so conversion is text-only: it builds no board of its own (inference).
Resource Economy 25 Costs 500 LP each End Phase or destroys itself, with no card advantage or refuel in the text (verified).
Effect & Interaction 70 Six attribute-gated effects that punish or restrict the opponent's board, hand or attacks, chosen by the controller's own monsters (verified from text; strength rated from text, observed only via the 61% archetype share).
Material Utility 5 A Field Spell with no material or level role (verified from card type).
Resilience & Flexibility 55 A persistent field effect that the opponent must remove to stop; 3-copy redundancy in most decks (observed, 61% archetype share). Field-destruction vulnerability is inferred, not in evidence.
Deck-Building Efficiency 55 Typical 3-copy slot at 3-copy average, with a recurring LP cost that restricts when it can be played (observed from copies; LP cost verified from text).

Calculation

Weight profile: Floodgate/Control primary role; no secondary blend. Intrinsic ≈ 58, Deck ≈ 57, Meta = provisional. Modifiers: Recurring LP cost / self-destruct restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Strong symmetric floodgate effects: six attribute-gated effects that restrict or punish the opponent (verified).
  • Consistently played in its own archetype: 61% of decks and 75% inclusion, showing a real role (observed).

Weaknesses

  • Recurring 500 LP cost or self-destruction each End Phase (verified).
  • No combo evidence, so conversion and resource value cannot be confirmed (gap).

Counters / choke points

  • Opponent's removal or field destruction (inference; not in evidence).
  • Opponent choosing monsters that make the effect less punishing (inference).

Best use

Floodgate/Control field spell in the Clear World deck, supporting Clear monsters. Decks: Clear World. Suggested copies: 3.

Evidence & gaps

  • Verified: Field Spell with six attribute-gated effects and a 500 LP End Phase cost or self-destruction (card text).; Typical 3 copies across 142 decks, 61% in its own archetype (deck evidence).
  • Observed: Clear World inclusion at 75% in its archetype, typical 3 copies (usage statistics).; Terraforming co-occurs in 63.4% of decks (deck evidence).
  • Inferred: Terraforming is a field-spell search route, so the card is accessible (text not in evidence).; The field effect can be removed by opponent field destruction.
  • Data gaps: No combos supplied: combo conversion, starter and material counts are text-only inference. No banlist token: assumed 3 copies (unlimited). No rulings on the multi-attribute and both-player interactions. Only one guide mention, with a short snippet.











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