Hiro's Shadow Scout
DARK 2

Hiro's Shadow Scout

  • ATK:
  • 650

  • DEF:
  • 500

  • View:
  • 3032




FLIP: Your opponent draws 3 cards. Both players look at the cards. If there are any Spell Cards among them, discard all those Spell Card(s) to the Graveyard.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
46± 8/ 100
Power Score
Intrinsic 46
Deck 46

Hiro's Shadow Scout — Power Evaluation

Final Score: 46 ± 8 · Confidence: Medium

  • Intrinsic: 46 · Deck: 46 · Meta: provisional
  • Primary role: Utility

Why it scores here

Hiro's Shadow Scout is a Level 2 DARK Fiend whose only effect is a FLIP: the opponent draws 3, then any Spell Cards among them are discarded. Its 650 ATK earns nothing, and the card converts into little for its controller beyond a soft spell-disruption effect that also hands the opponent three cards. Its presence in 41 sampled decks across 17 archetypes confirms it is cheap and portable, but per guardrail 3 that frequency only supports accessibility and deck fit, not power, and the absence of any combo evidence keeps the score mid-table.

Axis scores

Axis Score Evidence
Accessibility 40 Only activates after being set and flipped; no searcher or combo route is in the evidence, but it is live in 41 recent decks across 17 archetypes (observed).
Combo & Conversion 15 No recorded boards, so combo conversion is text-only: the flip effect produces no board presence of its own (inferred).
Resource Economy 40 The flip gives the opponent a net +3 cards minus any Spells discarded, with no cost to the controller, so the card gains little advantage for its owner (inferred from text).
Effect & Interaction 30 A soft disruption that only punishes Spell-heavy hands; it is not a negation or removal and cannot touch monsters or traps (verified from text).
Material Utility 45 A Level 2 DARK Fiend body with 650 ATK is usable as a Level 2 material but nothing in the evidence shows it being used that way (inferred).
Resilience & Flexibility 30 As a face-down card it is vulnerable to removal before the flip, and the effect is not repeatable or multi-zone (inferred from text).
Deck-Building Efficiency 70 Averages 1.37 copies per deck with a maximum of 3, no garnet or locking restriction, and is easy to slot into many archetypes (observed).

Calculation

Weight profile: Utility default (no clear role); no secondary role blended. Intrinsic ≈ 46, Deck ≈ 46, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap and portable: 1-copy use in most decks and 17 distinct archetypes in the sample (observed)
  • The flip effect can punish Spell-heavy opposing hands without costing the controller any resources (verified from text)
  • No garnet, lock or self-restriction, so it carries no deck-building cost (verified from evidence)

Weaknesses

  • Gives the opponent three cards, a real card-advantage gift that is only partly offset by discarded Spells (verified from text)
  • Zero combo evidence, so no observed evidence that it converts into a board or a winning line (verified from data gaps)
  • Activates only after being set and flipped, so the value depends on the opponent's hand and on surviving the set phase (inferred)

Counters / choke points

  • Removing or negating the face-down monster before it is flipped (inferred from the flip-only timing in the text)
  • Opponents holding few or no Spell Cards, which leaves the discard half of the effect with nothing to hit (inferred from text)

Best use

Utility: flip-effect disruption against Spell-heavy hands, usually as a single copy. Decks: Book of, Stardust, Synchro Event, Junk. Suggested copies: 1.

Evidence & gaps

  • Verified: FLIP: opponent draws 3 cards, both players look, and Spell Cards among them are discarded to the Graveyard; Level 2, DARK Fiend, 650 ATK / 500 DEF, no archetype; Present in 41 recent decks as a main-deck card across 17 archetypes, averaging 1.37 copies
  • Observed: Co-occurs with Morphing Jar #2 in 73.2% of its decks, which reflects deck-level grouping rather than a proven combo; 68.3% of its decks are gameplay type 4, with the remainder spread over types 7, 3 and 6
  • Inferred: The flip-only activation makes it a set-then-flip card whose value depends on the opponent's hand; Net card advantage favours the opponent unless their hand contains enough Spells to offset the three draws
  • 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 the deck sample only no ruling or interaction data for the flip timing











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