Iron Draw
Spell Normal

Iron Draw

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If you control exactly 2 Machine Effect Monsters and no other monsters: Draw 2 cards. For the rest of this turn after this card resolves, you can only Special Summon once. You can only activate 1 "Iron Draw" per turn.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
37± 8/ 100
Power Score
Intrinsic 37
Deck 38

Iron Draw — Power Evaluation

Final Score: 37 ± 8 · Confidence: Medium

  • Intrinsic: 37 · Deck: 38 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Iron Draw converts a narrow board state into a single +1 draw: it draws 2 only when you control exactly two Machine Effect Monsters and no other monsters, and its Special Summon lock further limits follow-up plays. The 62-deck sample shows real, consistent use in Machina-family shells, so accessibility is not the weak point; the conditional text is. No combo evidence exists, so conversion is text-only inference. High deck count confirms the card is played, not that it is strong.

Axis scores

Axis Score Evidence
Accessibility 45 Played in 62 of the sampled decks, mostly in Machina shells, but the draw condition must be met on board, so it is not reliably live in hand (observed + verified text).
Combo & Conversion 30 No recorded combo boards; the conditional draw-2 rarely converts into a larger board by itself (inferred from text).
Resource Economy 55 Spell that draws 2 for one card when its condition holds, a net +1 with no GY refuel (verified from text).
Effect & Interaction 0 No negation, removal, or hand-trap reach (verified from text).
Material Utility 5 Spell card, not a material body (verified from card type).
Resilience & Flexibility 35 A Normal Spell with no protection, so it is easily interrupted by common spell negations; the once-per-turn limit is a further restriction (inferred from text).
Deck-Building Efficiency 50 Avg 1.27 copies per deck with no garnet effect, but the self-imposed Special Summon lock and the board condition add friction (observed + inferred).

Calculation

Weight profile: Utility / no clear role (default); card draw has no dedicated role row. Intrinsic ≈ 37, Deck ≈ 38, Meta = provisional. Modifiers: Conditional draw / self Special Summon lock (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Draws 2 for one card when its board condition is met
  • Used in 62 sampled decks across 27 archetypes, so it is not a niche pick
  • Cheap to run, 1-2 copies per deck, no garnet

Weaknesses

  • Condition of exactly two Machine Effect Monsters and no other monsters is hard to meet in most turns
  • Self-imposed Special Summon lock restricts follow-up plays
  • Once per turn, and no protection against spell negation

Counters / choke points

  • Common spell negation
  • Opponent effects that change the monster count on board, making the condition fail

Best use

Conditional draw in Machine-based shells, typically when the board is already two Machine Effect Monsters. Decks: Machina. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: draws 2 only if exactly 2 Machine Effect Monsters and no other monsters are controlled; Card type is Spell (Normal); Once per turn, and Special Summon lock for the rest of the turn; Appears in 62 of 62 sampled decks, 1.27 avg copies
  • Observed: Concentrated in Machina shells (14 decks), spread over 27 archetypes; Frequent partners are generic staples such as Harpie's Feather Duster and Solemn Strike, not card-specific engines
  • Inferred: Condition is hard to meet in typical turns, so practical draw value is well below the 2-card maximum; Vulnerable to standard spell negation
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so archetype inclusion % is inferred from the deck sample only no banlist token; assumed 3 copies (unlimited)











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