Doll Hammer
Spell Normal

Doll Hammer

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Target 1 monster you control; destroy it, and if you do, draw 2 cards, then you can change the battle position of 1 monster your opponent controls. If a monster(s) is Special Summoned from your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Doll Hammer" once per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 9, 2026
60± 8/ 100
Power Score
Intrinsic 59
Deck 61

Doll Hammer — Power Evaluation

Final Score: 60 ± 8 · Confidence: Medium

  • Intrinsic: 59 · Deck: 61 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Doll Hammer converts one of your own monsters into a 2-card draw and can return itself to hand from the GY whenever monsters are Special Summoned from your GY, so its value is repeatable recursion rather than a single hit. Its interaction is thin: the battle-position change on an opposing monster is a minor effect, and it has no negation or removal of its own. Its 2800-level stats do not apply here; the score comes from the draw-and-recur loop and its wide archetype spread (25 archetypes across 65 decks), not from any combo evidence, since no combos were supplied.

Axis scores

Axis Score Evidence
Accessibility 60 Spell that needs one of your own monsters on the field to cast, and recursion depends on GY Special Summons that these decks commonly produce; no searcher or combo route is recorded (inferred from text and deck spread).
Combo & Conversion 40 The draw-2 plus optional battle-position change is a fair single-card return, but no combo boards were supplied to confirm a larger line (inferred).
Resource Economy 70 Trades one monster for two cards and can come back from the GY with no cost, which gives repeatable card flow (verified from card text).
Effect & Interaction 30 Only a minor battle-position change on an opposing monster; no negation, removal or hand trap reach (verified from card text).
Material Utility 15 A Spell with no material role; the only monster interaction is to destroy one of your own (verified from card text).
Resilience & Flexibility 60 Recursion from the GY lets it come back after it has been used, and it is spread across 25 archetypes, so it does not depend on one home (observed, deck data).
Deck-Building Efficiency 75 Plain Spell with no garnet, lock or self-restriction; the deck sample runs 1 to 3 copies with no sign of brick risk (observed, deck data).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Utility. Intrinsic ≈ 59, Deck ≈ 61, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Free recursion from the GY once monsters are Special Summoned from your GY
  • Draw 2 on resolution, converting one monster into two cards
  • Spread across 25 archetypes in the 65-deck sample, so it is not tied to a single home
  • No garnet or lock cost in deckbuilding

Weaknesses

  • Needs one of your own monsters on the field to cast
  • Opponent-side effect is only a battle-position change, so it does little for interaction
  • No combo evidence supplied, so the conversion value is text-only inference
  • Effect 2 requires GY Special Summons, which depends on the rest of the deck

Counters / choke points

  • Opponent effects that negate or punish the GY recursion trigger
  • Floodgates or hand traps that stop the Special Summon from the GY

Best use

Recovery/Recursion: draw 2 when a monster is removed or spent, and return from the GY to repeat the loop. Decks: Fiendsmith, Fire King, Horus, Tri-Brigade, Unchained, D/D/D. Suggested copies: 2.

Evidence & gaps

  • Verified: Destroy 1 monster you control, then draw 2 if you did (card text); Once-per-turn limit on each effect (card text); Add to hand from GY when monsters are Special Summoned from your GY while in GY (card text); Spell type, no ATK or DEF relevance (card data)
  • Observed: Present in 65 sampled decks, all in gameplay type 7; Copies per deck: average 1.83, max 3; Co-appears with Maxx C and Ash Blossom in 87.7% of decks; 25 distinct archetypes
  • Inferred: Recursion route is real because GY Special Summons are common in these archetypes; Draw-2 loop is card-neutral on cast and gains value through recursion; Battle-position effect is a minor board tool
  • 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 % is inferred from the deck sample only











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