Column Switch
Spell Quick

Column Switch

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Target 1 monster in your Main Monster Zone; move that target to another of your Main Monster Zones.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
41± 8/ 100
Power Score
Intrinsic 41
Deck 41

Column Switch — Power Evaluation

Final Score: 41 ± 8 · Confidence: Medium

  • Intrinsic: 41 · Deck: 41 · Meta: provisional
  • Primary role: Utility

Why it scores here

Column Switch is a one-card-for-zero Quick-Play that only relocates one of your own monsters to another Main Monster Zone, so it converts a monster's position into a small tactical edge and nothing more. The evidence shows it is run in 6 of 6 sampled decks, almost all of them Mekk-Knights at 1 copy, but no recorded boards or guides show what it actually achieves, so the score rests on text and deck placement. High deck counts confirm it is a playable slot, not that it is strong; it earns no points for being common, and the Utility weighting keeps it in the low-to-mid 40s.

Axis scores

Axis Score Evidence
Accessibility 50 Needs only a monster already on your field, and the 5 of 6 Mekk-Knight decks show it is routinely available mid-turn, but it is not a searcher and has no recorded starter use (observed, inferred).
Combo & Conversion 20 No combo boards contain it, and relocating a monster adds no body or board by itself, so conversion is text-only inference (inferred).
Resource Economy 10 Spends a card to move one monster with no draw, search, or recursion in the text, so it is a pure -1 (verified).
Effect & Interaction 15 The text targets only your own monster, so it offers no opponent interaction and only a positional response (verified).
Material Utility 30 Relocating a monster leaves it on the field as material, but the card gives no material or level benefit of its own (inferred).
Resilience & Flexibility 40 Quick-Play lets it be used in response on the opponent's turn across multiple zones, which gives moderate flexibility (verified).
Deck-Building Efficiency 65 A single copy in 5 of 6 decks, at no garnet or lock cost, so it is cheap to run; the narrow archetype use keeps it below the top of the scale (observed).

Calculation

Weight profile: Utility / no clear role (default), no secondary blend. Intrinsic ≈ 41, Deck ≈ 41, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Quick-Play, so it can be activated on the opponent's turn
  • Repositions a monster without a summon or any card cost beyond itself
  • Single-copy usage in the sample keeps the deck slot cheap

Weaknesses

  • No card advantage or recursion, so it is a pure -1
  • Needs a monster already on the field
  • No combo evidence, so its practical conversion value is unproven
  • Narrow usage: 5 of 6 decks are Mekk-Knights

Counters / choke points

  • Generic spell negation would stop its resolution (inferred)
  • Opponent could make the target's position irrelevant by changing the board in response (inferred)

Best use

Utility: mid-turn repositioning of one of your monsters. Decks: Mekk-Knights. Suggested copies: 1.

Evidence & gaps

  • Verified: Text: targets 1 monster in your Main Monster Zone and moves it to another of your Main Monster Zones; Quick-Play Spell with no search, draw, or negation text; Present in 6 of 6 sampled decks, avg 1.17 copies, max 2
  • Observed: 5 of 6 decks are Mekk-Knights, 1 is Vaylantz; Co-occurs at 83.3% with the Mekk-Knight core and World Legacy support; Zero appearances in recorded combo boards
  • Inferred: Practical value comes from zone repositioning, not from building a board; Usable as a response to a monster-targeted effect
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no rulings supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so inclusion % is inferred from the 6-deck sample only











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