Trap
ContinuousInfinite Machine
Archetype:
Timelord
View:
5530
Activate this card by sending 1 face-up "Empty Machine" from your Spell & Trap Zone to the GY. Once per turn, this face-up card cannot be destroyed by your opponent's card effects. Once per turn, you can activate 1 of these effects. ● During the Main Phase: Special Summon 1 "Timelord" monster from your hand. ● You can target 1 "Timelord" monster in your GY; shuffle it into the Deck, then, you can Set 1 "Infinite Light" directly from your hand or Deck.
Infinite Machine — Power Evaluation
Final Score: 55 ± 8 · Confidence: Medium
- Intrinsic: 54.5 · Deck: 58.2 · Meta: provisional
- Primary role: Extender · Secondary: Recovery/Recursion, Searcher/Tutor
Why it scores here
Infinite Machine converts its Empty Machine cost into a Timelord Special Summon from hand in the Main Phase, and its second effect returns a Timelord from the GY to the Deck while setting Infinite Light from hand or Deck, so it reliably adds board presence and recursion within the Timelord engine. Its score is held down by the activation cost (a face-up Empty Machine must be sent from the Spell & Trap Zone), by the lack of any negation or removal, and by the fact that the card is not itself a material body. High deck counts (87 decks, 98.9% co-occurrence with Infinite Light) confirm the card is live and central to the archetype, but they do not raise the score on their own; the score reflects what the text converts, not how often it is played.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 72 | A set Trap that needs a face-up Empty Machine to activate; the 69% co-occurrence with Empty Machine and 87 of 87 sampled decks running it show the route is practical (observed/verified). |
| Combo & Conversion | 60 | The Timelord Special Summon plus the GY-to-Deck and set of Infinite Light gives two conversion routes from text, but no combo boards were supplied to confirm them (inferred). |
| Resource Economy | 58 | The Empty Machine send is a -1 cost, offset by a Special Summon and a deck-to-field set, so the card roughly breaks even with some upside from the GY recursion (inferred). |
| Effect & Interaction | 35 | Protection is limited to being indestructible by opponent card effects once per turn; there is no negation, removal, or hand trap reach (verified). |
| Material Utility | 20 | A Trap card is not a material body; its only value here is the Timelord it summons, so this axis is low (verified from text). |
| Resilience & Flexibility | 60 | Once-per-turn protection against opponent effects plus GY recursion of a Timelord gives multi-turn value, but it does not resist a non-effect removal or a negation of its own effect (inferred). |
| Deck-Building Efficiency | 55 | Typically 1 copy (avg 1.32, 64 of 87 decks run one), but it needs a second specific card (Empty Machine) and is archetype-locked to Timelord (observed/verified). |
Calculation
Weight profile: 0.7 Extender + 0.3 Recovery/Recursion. Intrinsic ≈ 54.5, Deck ≈ 58.2, Meta = provisional. Modifiers: Second-card activation dependency (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Summons a Timelord from hand in the Main Phase, adding a body to the engine
- Recurs a Timelord from the GY by shuffling it into the Deck, setting Infinite Light from hand or Deck
- Once-per-turn protection from opponent card effects keeps it on the field
- Live in 87 of 87 sampled decks across several Timelord variants
Weaknesses
- Needs a face-up Empty Machine to activate
- No negation, removal, or hand trap reach
- Not a material body
- Archetype-locked to Timelord with no effect outside it
Counters / choke points
- Non-effect removal or banish that bypasses the once-per-turn protection
- Negating the card's effect (it is a Continuous Trap with no hand-trap reach to play around this)
- Stopping Empty Machine from staying face-up in the Spell & Trap Zone
Best use
Extender / Timelord body recursion. Decks: Timelord (ID 700 / 1301 / 274), Timelord with Infinite Light and Empty Machine. Suggested copies: 1.
Evidence & gaps
- Verified: Continuous Trap; activation requires sending a face-up Empty Machine from the Spell & Trap Zone; Once-per-turn: cannot be destroyed by opponent card effects while face-up; Once-per-turn: Special Summon a Timelord from hand in the Main Phase; Once-per-turn: shuffle a Timelord from GY into the Deck and set Infinite Light from hand or Deck; Present in 87 of 87 sampled decks
- Observed: Infinite Light co-occurs in 98.9% of decks; Empty Machine co-occurs in 69% of decks; Average 1.32 copies per deck
- Inferred: Extender role from text (Special Summon body + recursion); Roughly even resource economy after the Empty Machine cost; Protection limited to effect-based destruction
- 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 card banlist or Rush Duel data — formats show TCG, OCG, MasterDuel and DuelLinks only






