Mad Reloader
DARK 1

Mad Reloader

  • ATK:
  • 0

  • DEF:
  • 0

  • View:
  • 3335




If this card is destroyed by battle and sent to the GY: Send 2 cards from your hand to the GY, and if you do, draw 2 cards.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 6, 2026
37± 6/ 100
Power Score
Intrinsic 37
Deck 37

Mad Reloader — Power Evaluation

Final Score: 37 ± 6 · Confidence: Medium

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

Why it scores here

Mad Reloader is a conditional hand refuel that activates only when destroyed by battle, an unreliable trigger in most games. While the 2-card GY dump and 2-card draw are neutral in raw economy, they provide value for archetypes like Dark World and Exodia that synergize with GY effects. However, the 0/0 body offers no material utility, and activation requires surviving on field until the opponent attacks—a fragile setup. Across 11 sampled decks and 9 distinct archetypes, it appears as a tech pick or utility filler, never as a core engine; zero recorded combos confirm it builds nothing on its own.

Axis scores

Axis Score Evidence
Accessibility 28 Accessible to summon (11 decks run it in main), but activation requires the narrow condition of being destroyed by battle, which rarely occurs in constructed games (verified)
Combo & Conversion 18 Produces no board value or combo extension; zero recorded combos show it is not a combo piece or starter (verified)
Resource Economy 55 Sends 2 from hand to GY and draws 2, yielding neutral card economy, though the GY cost is valuable in Dark World/Exodia and similar decks (inferred)
Effect & Interaction 8 Provides zero opponent interaction—no negation, removal, or disruption; purely a reactive/defensive trigger (verified)
Material Utility 10 0 ATK/DEF body with no Tuner or synergistic typing; cannot serve as meaningful Synchro, Xyz, or Link material (verified)
Resilience & Flexibility 25 Extremely fragile: requires surviving on field, opponent must attack, and the effect can be negated; no recovery if left unanswered (inferred)
Deck-Building Efficiency 45 10 out of 11 sampled decks run only 1 copy, indicating it is a mild deck cost; the 0/0 body is a garnet if the opponent does not attack, and it appears as a utility tech rather than a core line (observed)

Calculation

Weight profile: Recovery/Recursion primary role. Intrinsic ≈ 37, Deck ≈ 37, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Neutral card economy via 2-for-2 trade (hand to GY, deck draw)
  • GY dump is valuable synergy for Dark World, Exodia, and mill-enabled decks
  • Splashable across 9 distinct archetypes as a utility tech
  • Legal in all four formats (TCG, OCG, MasterDuel, DuelLinks)

Weaknesses

  • Activation requires destroyed by battle—a rare and unreliable condition
  • 0/0 body with no inherent material utility or synergistic typing
  • No board presence or pressure; purely reactive
  • Can be negated by hand traps; effect is not hard to stop
  • Appears in zero recorded combos, confirming no synergistic combo lines

Counters / choke points

  • Hand trap disruption (Ash Blossom, Maxx C) on the GY effect
  • Effect-negation traps or monsters that prevent GY activation
  • Opponents who avoid attacking into the card; the card remains a dead 0/0
  • Cards that prevent GY dumping (Dimensional Barrier, certain floodgates)

Best use

Utility hand refuel and GY dump enabler for defensive/mill-based strategies. Decks: Sacred Beast (primary, 27.3%), Dark World (GY synergy), Exodia (GY synergy). Suggested copies: 1.

Evidence & gaps

  • Verified: Card effect: destroyed by battle, sends 2 from hand to GY, draws 2 from deck (card text); Appears in 11 recent decks (Oct 2023–Oct 2025) across 9 archetypes (deck data); Runs as 1-of in 10 out of 11 decks (deck data.copies per deck); Zero combos recorded; does not appear in any combo board (combo data.total combos = 0)
  • Observed: Sacred Beast is primary home (27.3%, 3 decks); Top co-partners: Cyber Dragon, Call of the Haunted, Monster Reborn (72.7% co-occurrence); Splashable across 9 distinct archetypes, suggesting utility rather than core synergy (distinct archetypes count)
  • Inferred: 0/0 body has no material utility; cannot serve Synchro, Xyz, or Link roles (card text ATK/DEF); Destroyed by battle is a narrow, unreliable activation condition in constructed games (game rules inference); GY dump is valuable for Dark World and Exodia mills, but neutral card economy overall (archetype synergy + card text); Appears as utility filler, not a core engine, given 9 diverse archetypes and zero combos (deck distribution + combo absence)
  • Data gaps: No combos supplied—combo centrality cannot be assessed; zero appearance confirms card is not part of recorded combo lines No guides supplied—no human analysis available to calibrate role or niche use No banlist token—assumed unlimited (3 copies) No usage statistics (StatisticsCard)—archetype inclusion percentage inferred from 11-deck sample only; may not represent meta-wide adoption











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