Spell
QuickLimiter Removal
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7026
Double the ATK of all Machine monsters you currently control, until the end of this turn. During the End Phase of this turn, destroy those monsters.
Limiter Removal — Power Evaluation
Final Score: 63 ± 5 · Confidence: High
- Intrinsic: 60 · Deck: 65 · Meta: provisional
- Primary role: Combo enabler
Why it scores here
Limiter Removal is a pure damage-multiplier that converts a pre-built Machine board into lethal by doubling ATK for one turn. It is nearly universal in Machine OTK strategies (100% inclusion across 43 archetypes in 400 decks), cheap to run, and activatable on either player's turn via Quick-Play timing. However, it contributes zero disruption, requires an existing board, costs a card with no refuel, and carries zero material utility, capping its power at mid-range despite perfect consistency in its niche.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 75 | Run in 400/400 decks across 43 distinct Machine archetypes with average 1.49 copies, confirming high deck-building inclusion and search access via Cyber Emergency and similar tutors (observed). |
| Combo & Conversion | 72 | Guides cite it as core in Numeron, Train, and Cyber Dragon OTK lines where it doubles the ATK of fusion/rank monsters for lethal damage, extending a built board into winning value (observed). |
| Resource Economy | 45 | Costs only the Spell card itself with no built-in refuel or card-advantage engine, making it a straight −1 card that must be played when already ahead on resources (verified). |
| Effect & Interaction | 5 | Card text shows zero opponent-facing disruption, negation, or removal; it is purely offensive amplification with no defensive value (verified). |
| Material Utility | 0 | Spell Card type renders it ineligible for Synchro, Fusion, Xyz, or Link material, and it has no mechanical benefit when negated (verified). |
| Resilience & Flexibility | 48 | Quick-Play timing allows activation on either player's turn, but negation fizzles the effect; one-turn lifespan requires re-casting or switching strategy each cycle, and redundant copies (1–3 per deck) indicate awareness of fragility (observed). |
| Deck-Building Efficiency | 82 | Splashable across 43 Machine-type homes with no garnet risk (inactive if no monsters), no archetype lock, and clean slot economics; copies 2–3 add no deck strain (observed). |
Calculation
Weight profile: Primary role: Combo enabler (100%). Intrinsic ≈ 60, Deck ≈ 65, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Universal inclusion in Machine OTK decks (100% in 400-deck sample across 43 archetypes)
- Clean deckbuilding slot cost with zero garnet risk or archetype lock
- Quick-Play timing allows activation on either player's turn, providing flexibility
- Efficient damage multiplier that turns a built board into lethal in single-turn combos
Weaknesses
- Zero disruption or defensive utility; purely offensive amplification
- Requires a pre-existing board of Machine monsters; no independent value
- One-turn effect with mandatory self-destruction at end of turn; no sustainability
- Straight card cost (−1) with no refuel or resource recovery mechanism
- Vulnerable to negation (Solemn Strike, Solemn Judgment); no protection or recursion
Counters / choke points
- Solemn Strike / Solemn Judgment (negates the activation)
- Ash Blossom & Joyous Spring (if it chains to a searcher or tutor fetching Limiter Removal)
- Maxx "C" or similar hand-trap (forces deck-building tension if you want to OTK through it)
- Board wipe on opponent's turn before your OTK turn (clears the monsters Limiter Removal would buff)
- Skill Drain or similar field effect (negates the ATK boost on your controlled monsters)
Best use
OTK finisher; activates on final turn to double the ATK of all Machine monsters and close out the game with lethal damage.. Decks: Cyber Dragon, Cyberdark, Numeron, Train, Machina, Gadgets. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Doubles ATK of all Machine monsters you control until end of turn, then destroys them (verified from card description); Type: Quick-Play Spell (verified from frame_type); Formats: TCG, OCG, MasterDuel with unlimited copies (verified from formats and legal_copies); 100% inclusion in 400-deck sample across 43 archetypes (verified from decks_evidence)
- Observed: Average 1.49 copies per deck (278 run 1, 47 run 2, 75 run 3) across OTK-focused Cyber Dragon and Numeron variants (observed from copies_per_distribution); Consistent presence in top-5 archetypes: Cyber Dragon 29.2%, Cyberdark 17%, totaling 46.2% of sampled decks (observed from archetypes breakdown); Guides describe it as Core or Support + Tech in Numeron, Train, Cyber Dragon OTK strategies (observed from guides_evidence); Top co-cards are all Machine fusion/XYZ finishers: Chimeratech, Power Bond, Cyber Emergency (observed from top_partners)
- Inferred: Accessible via Cyber Emergency search (inferred from top_partners correlation of 54.8% co-deck rate); Quick-Play timing permits activation on opponent's turn, providing turn-2 OTK and defensive flexibility (inferred from Quick-Play rule); Self-destruction at end of turn is a designed cost, not a flaw, because OTK decks empty the board anyway on the winning turn (inferred from OTK archetype design); Splashable due to generic Machine requirement, not archetype-specific locking (inferred from 43 distinct archetypes spanning Gadgets, Trains, Machina, Sky Striker, K9, Numeron, etc.)
- Data gaps: No combo data supplied; combo_conversion score is text-only inference from OTK archetype guides, not from recorded board sequences No banlist token; assumed unlimited (3 copies) in all formats No top-card ranking; unable to confirm if it is considered a format-defining staple or tier-2 tech






