EARTH
4Infinitrack Anchor Drill
Archetype:
Infinitrack
ATK:
1800
DEF:
500
View:
4641
If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.
Infinitrack Anchor Drill — Power Evaluation
Final Score: 61 ± 8 · Confidence: Medium
- Intrinsic: 58 · Deck: 62 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Extender, Material body
Why it scores here
Anchor Drill is a Level 4 EARTH Machine that converts a hand-held body into board presence: its first effect Special Summons another EARTH Machine from hand in Defense Position whenever it is Normal or Special Summoned, and its second effect sets the levels of itself and a Machine to their combined original Levels for the turn, which is what makes it useful as a Synchro or Xyz enabler. It appears in all 5 recorded combos (but only 1 as material, with 0 as starter or searched) and in all 400 sampled decks across 40 archetypes at 1.49 copies on average, so the card is clearly real and cheap to run. The score stays in the low 60s because it has no interaction, no card advantage, and a conditional, once-per-turn-per-effect engine role; its 1800 ATK and 500 DEF earned no points.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Needs to be Normal or Special Summoned and needs a second EARTH Machine in hand to get value, with no searcher in the evidence (searched-for role 0) (inferred from text; deck breadth observed). |
| Combo & Conversion | 55 | Present in 5 of 5 recorded combos with an average power index of 64.4, but only as a material piece and never as starter (observed; the combo sample is thin). |
| Resource Economy | 50 | Turns a hand card into a free Defense Position body, which is tempo rather than card advantage; netCardAdvantage in examples is driven by other cards (inferred from text, observed in board summaries). |
| Effect & Interaction | 5 | No negation, removal, or hand trap effect in the text (verified). |
| Material Utility | 70 | Clean Level 4 EARTH Machine material whose level-change effect lets it fit Synchro and Xyz requirements; the level-setting effect is independent of the summon effect so it still works when only the body is left (verified from text; material role 20% observed). |
| Resilience & Flexibility | 55 | Two separate once-per-turn effects in hand and on field, but both die to a single negate on the summon and the level effect is lost if the card is blanked (verified from text, inferred for interaction). |
| Deck-Building Efficiency | 80 | Single copy typical (avg 1.49, max 3), no garnet or lock clause, and it is splashable across 40 archetypes (observed from deck data). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Extender. Intrinsic ≈ 58, Deck ≈ 62, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Low-cost, single-copy body that fits into almost any Machine deck
- Clean Level 4 EARTH Machine material with a level-setting effect that enables Synchro and Xyz lines
- Two effects on separate zones (hand summon and field level change), so it has more than one use per turn
Weaknesses
- No card advantage, no interaction, and no searchability
- Effects are once per turn each and depend on another EARTH Machine in hand
- Level-change effect is lost if the card is negated
Counters / choke points
- Negation of the Summon trigger (for example Ash Blossom-style hand traps that stop the summon effect) (inferred from text)
- Board breakers that remove the Machine it needs to target (inferred from text)
Best use
Starter / Combo enabler. Decks: Infinitrack, Machina, Train, Earth Machine. Suggested copies: 1.
Evidence & gaps
- Verified: Level 4 EARTH Machine, 1800 ATK / 500 DEF, effect monster; Summon effect: Special Summon 1 EARTH Machine from hand in Defense Position, excluding itself; Level effect: sets its level and a Machine's level to the combined original Levels for the turn; Each effect is once per turn; 400 of 400 sampled decks run it, avg 1.49 copies
- Observed: Appears in 5 of 5 recorded combos, 1 as material, 0 as starter or searched; Average power index 64.4 across boards it appears in; Spread across 40 archetypes; top partners Machina Citadel and Infinitrack Tunneller
- Inferred: Converts a hand body into tempo rather than card advantage; Summon effect is the main accessibility route and is a Synchro/Xyz enabler through the level effect; Negating the summon effect removes the Defense Position body
- Data gaps: no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard) so archetype inclusion % is inferred from the 400-deck sample only only 5 recorded combos, all as material or end-board, so combo conversion is thin evidence no guide text describing this card's role directly; guide mentions are structural (section co-occurrence)






