Magical Hound
EARTH 1

Magical Hound

  • ATK:
  • 500

  • DEF:
  • 800

  • View:
  • 3355




If this card is in your hand or GY: You can target 1 face-up Spell/Trap your opponent controls; return it to the hand, and if you do, Special Summon this card. You can only use this effect of "Magical Hound" once per Duel.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Oct 6, 2026
72± 5/ 100
Power Score
Intrinsic 73
Deck 71

Magical Hound — Power Evaluation

Final Score: 72 ± 5 · Confidence: Medium

  • Intrinsic: 73 · Deck: 71 · Meta: provisional
  • Primary role: Removal · Secondary: Material body, Hand trap

Why it scores here

Magical Hound is a versatile utility card that bounces opponent's Spell/Trap from hand or graveyard, providing targeted disruption without card cost. As a Level 1 Tuner with Earth/Machine typing, it serves as splashable material for Synchro and XYZ strategies across 64 archetypes, making it highly accessible (appearing in 100% of sample decks). However, its single-use-per-duel limitation and moderate disruption value (bounce rather than hard removal) prevent it from reaching higher power tiers; the combination of accessibility and reasonable defensive utility yields a solid midrange score.

Axis scores

Axis Score Evidence
Accessibility 88 Runs in 400/400 decks across 64 distinct archetypes and activates from hand or graveyard without searchability requirements (verified from deck evidence)
Combo & Conversion 45 Summons itself after bouncing a Spell/Trap for +1 body value, but no recorded combo lines demonstrate board extension beyond one additional material piece (inferred from card text with no combo data)
Resource Economy 60 Activation costs only a target selection with no discard or LP payment; returns opponent's Spell/Trap to hand and summons self, yielding net-zero card advantage but board tempo (inferred from card text)
Effect & Interaction 70 Bounces any face-up Spell/Trap the opponent controls, providing situational disruption that is strongest against backrow-heavy strategies but weaker than hard negation (verified from card text)
Material Utility 75 Level 1 Tuner with EARTH/Machine attributes works cleanly as Synchro and XYZ material, unaffected by the bounce effect's resolution (inferred from card typing)
Resilience & Flexibility 62 Accessible from hand or graveyard but locked to one use per entire duel, limiting multi-turn utility and preventing recurring disruption (verified from card text and once-per-duel clause)
Deck-Building Efficiency 78 Runs at 1–2 copies per deck with no archetype lock, garnets, or brick risk; splashes cleanly into any Tuner-supporting strategy (observed from deck statistics showing 397/400 at 1x, 3/400 at 2x, and 64 distinct archetypes)

Calculation

Weight profile: 0.7 Removal + 0.3 Material body. Intrinsic ≈ 73, Deck ≈ 71, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • High accessibility: runs in 100% of sampled decks across 64 archetypes
  • Multi-zone activation (hand or GY) provides consistent availability
  • Bounces any Spell/Trap type without build-specific requirements
  • Generic Tuner status splashes into diverse strategies
  • Self-summoning body adds tempo value after activation

Weaknesses

  • Single use per duel severely limits utility in extended games
  • Bounce effect is soft removal (card returns to hand, not destroyed)
  • Once-per-duel lock prevents recurring disruption patterns
  • Low ATK/DEF stats offer no inherent board presence
  • Effect requires opponent to control Spell/Trap (no value against pure strategies)
  • Combo conversion data unavailable limits verification of Synchro line strength

Counters / choke points

  • Spell/Trap negation (Solemn Warning, etc.)
  • Faster special summons before resolution
  • Opponent controls no face-up Spell/Trap (effect requires a target)

Best use

Hand trap / Tuner material hybrid; bounces backrow disruption while providing Synchro/XYZ material. Decks: Ancient Gears, Stardust / Synchron, Train, Gizmek, Machina, Therions, Springans, Infinitrack.

Evidence & gaps

  • Verified: Activates from hand or graveyard (card text); Bounces target opponent-controlled Spell/Trap to hand (card text); Special Summons itself upon successful activation (card text); Once-per-duel effect lock (card text); Level 1 Tuner with EARTH/Machine attributes (card text); Appears in 400/400 sampled decks in main deck (deck statistics); Runs across 64 distinct archetypes (deck statistics)
  • Observed: Average 1.01 copies per deck (mostly 1x, some 2x runs) (deck statistics); Highest concentration in Ancient Gears (38.5%, 154 decks) and Stardust/Synchron (12.5%, 50 decks) (deck statistics); Top synergy partners include Forbidden Droplet, Harpie's Feather Duster, and archetype-specific support (deck statistics)
  • Inferred: Acts as hand-trap-style removal from hand or GY when opponent controls Spell/Trap; Provides Tuner material value for Synchro-focused decks like Stardust/Synchron; Splashable tech in Machine-based strategies due to clean typing and no summon locks; Bounce effect stronger in Spell/Trap-dense metagames than pure combo formats; Self-summon provides tempo and XYZ material in XYZ-focused decks (Ancient Gears)
  • Data gaps: No combos supplied — combo conversion is text-only inference, limiting verification of actual Synchro/XYZ combo value No guides supplied — no human strategy context available No banlist data — assuming unlimited (3 copies per deck) No usage statistics (StatisticsCard) — archetype inclusion percentages inferred from 400-deck sample only Missing combo-specific evidence for Stardust/Synchron lines despite 12.5% presence in sampled decks











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