Double Wild
Spell Quick

Double Wild

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Target 1 Level 5 or lower monster you control; add 1 Level 10 monster from your Deck to your hand with the same original Type, then you can discard 1 card, and if you do, Special Summon 1 monster from your hand with that same Type, in Defense Position. You cannot Special Summon for the rest of this turn after this card resolves, except monsters with that original Type. You can only activate 1 "Double Wild" per turn.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Oct 9, 2026
59± 8/ 100
Power Score
Intrinsic 58
Deck 60

Double Wild — Power Evaluation

Final Score: 59 ± 8 · Confidence: Medium

  • Intrinsic: 58 · Deck: 60 · Meta: provisional
  • Primary role: Searcher/Tutor · Secondary: Starter/Combo enabler

Why it scores here

Double Wild is a Quick-Play that searches a Level 10 monster of the same original Type and can optionally discard a card to Special Summon it, so it converts one card into a high-level body with a small, optional card-economy cost. Its score comes mainly from accessibility and deck fit: it is main-deck in all 384 sampled decks across 61 archetypes at about 1.8 copies each. High ATK or the Level 10 body itself earns nothing here; the score is limited by the Level 5 or lower target requirement, the once-per-turn limit, the Type restriction on the search, and the absence of combo data to confirm the conversion.

Axis scores

Axis Score Evidence
Accessibility 70 Quick-Play Spell with no cost beyond needing a Level 5 or lower monster you control, and it sits in 384/384 sampled decks across 61 archetypes (observed; the Level 5 target requirement is verified from text).
Combo & Conversion 50 The text converts one Level 5 or lower monster into one Level 10 monster in hand, with an optional Special Summon, but no combo boards were supplied to confirm how far that goes (inferred from text).
Resource Economy 55 Spell cost plus an optional discard are roughly offset by a search and an optional summon, so net advantage is about even and only gains when the discard-and-summon is taken (verified from text, inferred for net value).
Effect & Interaction 10 Has no negation, removal, or disruption effect; it is a pure search-and-summon card (verified from text).
Material Utility 20 It is a Spell and does not produce material itself; its value comes only through the Level 10 monster it adds (verified from text).
Resilience & Flexibility 40 Once per turn and targets your own Level 5 or lower monster, so a negation on the target step fizzles it, though it can be activated on either turn (verified from text, inferred for interaction).
Deck-Building Efficiency 75 No garnet or lock, single copy is normal, and copy counts run 1 to 3 across decks, so it is cheap to run (observed from deck data).

Calculation

Weight profile: 0.7 Searcher/Tutor + 0.3 Starter/Combo enabler. Intrinsic ≈ 58, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Live in 384 of 384 sampled decks across 61 archetypes, so it fits many homes
  • Quick-Play, so it can be used on the opponent's turn in response to their plays
  • Searches a Level 10 monster and can add a summon in one activation
  • Cheap to run: no garnet, single-copy friendly, and it has many partners

Weaknesses

  • Needs a Level 5 or lower monster you control, which limits when it can be used
  • Once per turn and the search is restricted to the matching original Type
  • Optional discard means the summon line costs a card
  • No combo evidence to confirm how far the conversion goes

Counters / choke points

  • Negation of the targeting step, which fizzles the activation (inferred from text)
  • Hand traps and Quick-Play interruption on the opponent's turn (inferred from text)

Best use

Searcher/Tutor: adds a Level 10 monster of the matching Type, with an optional Defense Position summon. Decks: Machina, Train, Yubel. Suggested copies: 2.

Evidence & gaps

  • Verified: Quick-Play Spell with a once-per-turn clause and a Level 5 or lower target requirement (card text); Searches a Level 10 monster of the same original Type, with an optional discard and Defense Position summon (card text); 384 recent decks run it at 1.8 average copies, 89.8% in gameplay type 7 (deck data)
  • Observed: Distinct archetypes: 61, with Machina, Train, and Yubel the largest homes (deck data); Frequent partners include Ash Blossom & Joyous Spring (76% of decks) and Called by the Grave (69%) (deck data)
  • Inferred: The search and summon make it a Searcher/Starter hybrid that converts one card into a Level 10 body (text-based); Its value depends on how many Level 10 monsters of each Type are in the deck (text-based)
  • Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no banlist token; assumed 3 copies (unlimited) no rulings or legal copies provided no recency-based or dated metagame sample for a meta score











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