Spell
NormalIron Draw
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2760
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.
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)






