Gold Moon Coin
Spell Normal

Gold Moon Coin

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Add 2 cards from your hand to your opponent's hand, then draw 2 cards. You can only activate 1 "Gold Moon Coin" per turn.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
50± 8/ 100
Power Score
Intrinsic 47
Deck 53

Gold Moon Coin — Power Evaluation

Final Score: 50 ± 8 · Confidence: Medium

  • Intrinsic: 47.3 · Deck: 52.6 · Meta: provisional
  • Primary role: Utility

Why it scores here

Gold Moon Coin converts a hand of dead or excess cards into two fresh draws, but the cost is real: it gives two cards to the opponent, so the card is net -1 for you and +2 for them in raw card count. It is a generic cycling spell with no field presence, no opponent interaction and no material value, so those axes stay low. Its score comes from being easy to run as a single copy across 56 archetypes and from appearing in 200 of 200 sampled decks, which confirms it is a practical staple rather than a strong card. Frequency was not allowed to lift the score further, because there are no combo boards to show it converts into a winning line.

Axis scores

Axis Score Evidence
Accessibility 60 Live as a spell in hand with no search needed, but it requires two other cards in hand to give away, and the sample shows it running in every deck (observed, inferred).
Combo & Conversion 35 Text-only: draws 2 after giving 2, with no combo boards or starter stats supplied to show a larger line (inferred).
Resource Economy 30 Raw count is -1 for the user (spell plus two given cards out, two drawn in) and +2 for the opponent; the value is cycling dead cards, not advantage (verified).
Effect & Interaction 10 No opponent-facing removal, negation or disruption; giving the opponent cards is a cost to the user, not interaction (verified).
Material Utility 5 A spell cannot be used as Extra Deck or Link material, so the body contributes nothing here (verified).
Resilience & Flexibility 40 Hand-only, so it is exposed to discard and hand-trap timing, but it is not dependent on the field or a single zone (inferred).
Deck-Building Efficiency 85 Single copy, no garnet or lock, and a clean once-per-turn restriction, so it is cheap to run in many decks (verified).

Calculation

Weight profile: Utility / no clear role (default), no secondary role blended. Intrinsic ≈ 47.3, Deck ≈ 52.6, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Draws two cards for one spell, so it helps the user dig out of a dead hand
  • Single copy, no garnet, cheap to run in many archetypes (56 distinct archetypes in the sample)
  • Generic enough to slot into Exodia, Synchro Event, Greed and Spellbook homes

Weaknesses

  • Net -1 card for the user and +2 for the opponent in raw count
  • Needs two cards in hand to give away, so it is weak when the hand is nearly empty
  • Hand-only with no field presence, and no material or interaction value

Counters / choke points

  • Opponent hand traps or negation in response, which would waste the cost (inferred)

Best use

Utility hand-dump plus draw-two to cycle dead cards. Decks: Exodia, Synchro Event, Greed. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: adds 2 cards from hand to opponent, then draws 2, once per turn; Spell card, not a material body; Appears as a single copy in 200 of 200 sampled decks
  • Observed: Runs in 56 distinct archetypes, led by Exodia, Synchro Event and Morphtronic; Co-appears with Into the Void (70.5%) and Upstart Goblin (57.5%)
  • Inferred: Acts as a hand-dump that cycles dead cards, not a route to a board; Vulnerable to hand traps in response
  • 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 legal copies empty for all formats











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