FIRE
4Magicore Warrior of the Relics
Archetype:
Adventurer
ATK:
2300
DEF:
1000
View:
3740
Cannot attack unless you control an "Adventurer Token". You can only use each of the following effects of "Magicore Warrior of the Relics" once per turn. If you control an "Adventurer Token": You can Special Summon this card from your hand. At the end of the Battle Phase, if your monster that mentions "Adventurer Token" battled: You can Set 1 Trap that mentions "Adventurer Token" directly from your Deck.
Magicore Warrior of the Relics — Power Evaluation
Final Score: 45 ± 8 · Confidence: Medium
- Intrinsic: 45 · Deck: 45 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Searcher/Tutor
Why it scores here
The card is a 4-Level Warrior whose value depends on controlling an Adventurer Token: it can be Special Summoned from hand only under that condition, and it can Set a Trap mentioning Adventurer Token from the Deck after a battle. Its 2300 ATK earns nothing on its own, and it cannot attack without a token. Its score comes from being a conditional starter and token-gated searcher with a broad deck footprint (281 sampled decks, almost all Adventurer Token or Infernoble Knight lists), tempered by the absence of combo data and the lack of any interaction.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | Hand Special Summon and the deck-to-field Trap Set both require an Adventurer Token already on the field, and the card appears in most sampled decks with 1.22 average copies (observed; the conditions are verified from text). |
| Combo & Conversion | 40 | No recorded combo boards exist (appearances 0), so the conversion from the card to a full board is text-only inference (inferred). |
| Resource Economy | 50 | The hand Special Summon costs no card, and the Trap Set moves a Deck card to the field, so card advantage stays roughly even with no graveyard refuel (inferred from text). |
| Effect & Interaction | 10 | The card has no negation, removal, or hand-trap effect, so it contributes almost no opponent interaction (verified from text). |
| Material Utility | 40 | A Level 4 FIRE Warrior is a usable Warrior-type material, but the text gives no effect-negated body value and no combo evidence of material use (inferred). |
| Resilience & Flexibility | 45 | The hand-summon route works from any zone-free hand position and the Deck Set adds a second route, but both rely on a single token condition that one negate can break (inferred). |
| Deck-Building Efficiency | 50 | The card is typically run as one copy in a token-based deck, with no garnet lock, but it is dead without the token, which is a mild restriction (observed copy distribution; restriction inferred). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Searcher / Tutor. Intrinsic ≈ 45, Deck ≈ 45, Meta = provisional. Modifiers: Self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Conditional hand Special Summon gives a live body when a token is out
- Deck-to-field Trap Set after a battle adds a second route
- Appears in a large, consistent token-based deck sample at 1.22 average copies
- Level 4 FIRE Warrior body is a usable material
Weaknesses
- Cannot attack without an Adventurer Token
- No interaction or negation effect
- Both effects are once per turn and depend on a token and a battle
- No combo evidence to show what it converts into
Counters / choke points
- Monster negation or removal that takes out the Adventurer Token
- Hand traps that stop the hand Special Summon
Best use
Conditional starter and token-gated searcher. Decks: Adventurer Token builds, Infernoble Knight token lines. Suggested copies: 1.
Evidence & gaps
- Verified: Hand Special Summon requires controlling an Adventurer Token (card text); Trap Set from Deck after a battle requires a monster that mentions Adventurer Token (card text); The card cannot attack unless the player controls an Adventurer Token (card text); No combo appearances recorded (combo data)
- Observed: Appears in 281 sampled decks, with 84% in gameplay type 7 (deck data); Average 1.22 copies per deck, with 22 decks at 3 copies (deck data); Strongest partner co-occurrence is Water Enchantress of the Temple and Rite of Aramesir at 99.3% (deck data)
- Inferred: Conditional starter role from the hand-summon and Deck-to-field Trap Set text; Token-gated restriction is a self-locking modifier; Generic utility is capped by the archetype-locked text
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies (unlimited) assumed usage statistics covers only one archetype with a small historical sample (3 decks)






