Cost Down
Spell Normal

Cost Down

  • View:
  • 5770




Discard 1 card; for the rest of this turn, reduce the Levels of all monsters in your hand by 2 (even after they are Summoned).




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Oct 8, 2026
50± 8/ 100
Power Score
Intrinsic 48
Deck 51

Cost Down — Power Evaluation

Final Score: 50 ± 8 · Confidence: Medium

  • Intrinsic: 48 · Deck: 51 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Utility

Why it scores here

Cost Down is a hand-based enabler: it discards one card to lower the Level of every monster in hand by 2, which lets Level-sensitive summons and Tributes work from hand. Its strength is access and flexibility across 32 archetypes, not board conversion, since it summons nothing and costs a card with no return. The 62-deck sample and strong partner overlap (Monster Reborn, Polymerization) confirm real play, but that frequency is a generic-staple signal and was not used to raise the score. Combo evidence is absent, so conversion is scored from text alone.

Axis scores

Axis Score Evidence
Accessibility 65 A Spell live in hand in 54.8% of Gameplay-7 decks at 1.73 average copies, but it needs a Level monster in hand to do anything (deck and text evidence; no combo starter data) (observed/inferred).
Combo & Conversion 30 The text only lowers hand monster Levels and summons nothing, so conversion depends on a second card (inferred from text; no combo data).
Resource Economy 15 Discards one card with no recovery, a net -1 card cost that only changes Levels (verified from text).
Effect & Interaction 5 No negation, removal, or disruption on the opponent's side (verified from text).
Material Utility 20 Not a body; it changes Levels of hand monsters, which helps material and Tribute fit but cannot itself be material (inferred from text).
Resilience & Flexibility 40 Its effect persists after the monsters are Summoned, but nothing shows how it fares against interruption (inferred from text; no interaction data).
Deck-Building Efficiency 70 Single-slot, one-copy-friendly, and no locks or garnets; the 1.73 average copies show low slot cost (observed from deck data).

Calculation

Weight profile: Combo enabler weights, single role; no secondary blend. Intrinsic ≈ 48, Deck ≈ 51, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Access to Level-based summons from hand without a board presence
  • Used across 32 distinct archetypes, so it is portable between homes
  • Cheap single-slot card with no garnet or lock cost

Weaknesses

  • Costs one card with no return, so it is a net -1 card advantage
  • Does nothing on its own and needs a Level monster in hand
  • No opponent interaction or board conversion

Counters / choke points

  • No specific counters were supplied in the evidence; a Spell in hand is exposed to generic spell responses, but this is not confirmed by the evidence

Best use

Combo enabler: lowers hand monster Levels so Level-sensitive summons work from hand. Decks: Level-sensitive hand-summon lines (Blue-Eyes, Dark Magician, Jinzo, Ancient Gears, Magician Girls, Monarch, per the archetype spread). Suggested copies: 2.

Evidence & gaps

  • Verified: Text: discard 1 card; hand monsters' Levels reduced by 2 for the turn, even after Summon; Formats: TCG, OCG, MasterDuel, DuelLinks
  • Observed: Played in 62 sampled decks, 1.73 average copies, 32 distinct archetypes; Top partners Monster Reborn (41.9%) and Polymerization (40.3%)
  • Inferred: Enables Level-sensitive summons from hand; Little interaction with opponent cards
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion % comes from the deck sample only











https://metaduelist.com/
Top