Spell
NormalEvil Mind
Archetype:
Evil HERO
View:
5790
If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent's GY; ● 1+: Draw 1 card. ● 4+: Add 1 "HERO" monster or 1 "Dark Fusion" from your Deck to your hand. ● 10+: Add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck to your hand. You can only activate 1 "Evil Mind" per turn.
Evil Mind — Power Evaluation
Final Score: 53 ± 8 · Confidence: Medium
- Intrinsic: 48.5 · Deck: 55.6 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Utility
Why it scores here
Evil Mind converts a Fiend-gated activation into a draw or a search, scaled by the opponent's graveyard count: a draw at 1+, a HERO monster or Dark Fusion at 4+, and a Polymerization or Fusion Spell at 10+. Its value is mostly tempo and access rather than board presence, so it scores moderately on accessibility and card economy, not on combo conversion. The 110-deck sample (1.72 copies per deck, strong partners like Evil HERO Adusted Gold and Dark Fusion) confirms it is a real, practical staple in the Heroic ecosystem, but that inclusion does not add power by itself. ATK, DEF and the card's popularity earn nothing here, and the lack of combo and usage data keeps confidence at Medium.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | The Fiend-control gate and the graveyard-count thresholds limit reliable activation, though 110 decks and Evil HERO Fiend bodies make it often live (verified text; observed deck count). |
| Combo & Conversion | 50 | Text gives a draw at 1+ and a search at 4+ or 10+, but no recorded boards exist to show what it converts into in practice (inference; combo data is empty). |
| Resource Economy | 52 | Each activation consumes the spell and returns one card, so card advantage is roughly even, with value coming from which card is fetched (verified text; inference). |
| Effect & Interaction | 0 | The card has no opponent interaction, only graveyard-count-based card access (verified text). |
| Material Utility | 0 | A Spell Card is not material and has no body value (verified frame type). |
| Resilience & Flexibility | 35 | Its best modes depend on a Fiend monster being on the field and on the opponent's graveyard size, so it is weak against a clean board (inference from text). |
| Deck-Building Efficiency | 72 | Normal Spell with no garnet or lock, legal in TCG, OCG and Master Duel, and runnable at 1 to 3 copies (verified text and deck copy distribution). |
Calculation
Weight profile: 0.7 Searcher/Tutor + 0.3 Utility. Intrinsic ≈ 48.5, Deck ≈ 55.6, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Reliable draw at 1+ opponent graveyard cards, so it is live in most games
- Searches a HERO monster or Dark Fusion at 4+, feeding the Fusion routes
- Cheap to run: no garnet, runnable at 1 to 3 copies
- Strong partner density with Evil HERO Adusted Gold, Dark Fusion and Polymerization
Weaknesses
- Requires a Fiend monster on the field to activate
- Effect value scales with opponent graveyard count, so it is weak early or against a clean graveyard
- No opponent interaction or board presence
- Card-for-card exchange, so no net card advantage
Counters / choke points
- Negation of the Fiend-control gate or of the activation itself
- Opponent graveyard kept small, which limits the draw and search modes
Best use
Searcher/Tutor: a flexible draw or search that fetches HERO monsters, Dark Fusion or the Fusion Spells based on how many monsters the opponent has in their graveyard.. Decks: Heroic, Evil HERO, Elemental HERO, Yubel, Fiendsmith.
Evidence & gaps
- Verified: Activation requires controlling a Fiend monster; Draw at 1+, HERO monster or Dark Fusion search at 4+, Polymerization or Fusion Spell search at 10+ opponent graveyard monsters; Once per turn, Normal Spell frame; Legal in TCG, OCG and Master Duel; 110 decks run it (1.72 average copies, 22 distinct archetypes)
- Observed: Top partners: Evil HERO Adusted Gold 82.7%, Evil HERO Malicious Bane 69.1%, Polymerization 66.4%, Dark Fusion 64.5%; Gameplay type 7 accounts for 71.8% of decks
- Inferred: Card-for-card exchange gives roughly even card economy; Strongest in Heroic-style Fiend boards with a built-up opponent graveyard; Generic utility is high because it is a Fiend-gated spell usable across archetypes
- Data gaps: no combos supplied: combo conversion is text-only inference no guides supplied no banlist token: assumed 3 copies (unlimited) no usage statistics (StatisticsCard): archetype inclusion inferred from deck sample only no rulings or structural power index data






