Trap
NormalMalefic Tune
Archetype:
Malefic
View:
3123
If a face-up "Malefic" monster(s) you control is destroyed by battle or an opponent's card effect: Draw 2 cards. If a face-up "Malefic" monster(s) you control is destroyed, while this card is in your GY (except during the Damage Step): You can banish this card from your GY; add 1 "Malefic" monster from your Deck to your hand. You can only use each effect of "Malefic Tune" once per turn.
Malefic Tune — Power Evaluation
Final Score: 64 ± 5 · Confidence: High
- Intrinsic: 56 · Deck: 64 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Resource Economy
Why it scores here
Malefic Tune scores as a reliable refueling engine within the Malefic archetype, combining card draw and monster search triggered by destruction. The draw 2 effect provides meaningful card advantage when Malefic monsters fall, while the GY-banish tutor creates a recovery loop that sustains the archetype's play patterns. It appears in 100% of sampled Malefic decks with perfect synergy to core Malefic cards (World, Paradox Dragon, Stardust Dragon). However, its role is fundamentally reactive—it generates value only when Malefics are destroyed and contributes zero disruption to the opponent.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Runs in all 53 sampled Malefic decks in 1–3-copy distributions; GY activation enables play even after milling, though it requires drawing or specific outlets initially. (Verified) |
| Combo & Conversion | 15 | As a Trap Card with zero recorded combo appearances, it builds no board extension or combo pieces; it refuels after destruction rather than enabling new plays. (Verified) |
| Resource Economy | 75 | Draw 2 provides +2 card advantage per destruction; GY tutor adds 1 Malefic search (one-per-turn each), creating consistent refueling at the cost of losing Malefic bodies to the field spell or opponent pressure. (Verified) |
| Effect & Interaction | 5 | Zero opponent disruption—no negation, removal, hand trap, or board breaks; purely a reactive recovery tool with no interactive elements. (Verified) |
| Material Utility | 0 | Trap Card cannot be used as monster material; no material value or synergy whatsoever. (Verified) |
| Resilience & Flexibility | 75 | Dual activation routes (hand and GY) provide multi-turn presence; GY tutor gives a second life after milling; works across turns via once-per-turn clause, surviving early-game disruption. (Inferred) |
| Deck-Building Efficiency | 85 | Zero garnet risk (worst case milled for GY tutor), no deck locks, and clean 1–3-copy inclusion; splashes into 17 distinct archetypes with Blue-Eyes as secondary home (7.5% of sample). (Observed) |
Calculation
Weight profile: Primary: Recovery/Recursion. Intrinsic ≈ 56, Deck ≈ 64, Meta = provisional. Modifiers: Splashability bonus (2); Archetype synergy bonus (1). Final formula: 0.40*Intrinsic + 0.60*Deck = 60.8 ≈ 61 + modifiers (+3) = 64
Strengths
- Provides +2 card draw when face-up Malefic monster destroyed by battle or opponent effect
- GY-banish tutor enables Malefic monster recursion and search efficiency
- Dual activation (hand and GY) provides flexibility across multiple turns
- Zero garnet risk; no deck locks or restrictions
- Splashes into multiple archetypes (17 total) beyond pure Malefic core
Weaknesses
- Zero opponent interaction—no disruption, negation, or board breaks
- Purely reactive; effectiveness depends entirely on Malefic destruction frequency
- No combo board contribution; does not extend lines or create new plays
- Significantly weaker outside Malefic archetype (both effects require Malefic destruction)
- Requires drawing or milling to be useful; cannot tutor itself
Counters / choke points
- Decks that prevent Malefic monsters from being destroyed
- Pressure strategies that destroy Malefics faster than refuel can sustain
- Negation of search or draw effects (though rare in current metagame)
Best use
Recovery engine and resource refueling. Decks: Malefic, Blue-Eyes.
Evidence & gaps
- Verified: Card text confirmed: draw 2 cards when face-up Malefic monster destroyed by battle or opponent card effect; GY-banish effect confirmed: banish from GY to add 1 Malefic monster from Deck to hand when Malefic destroyed; 100% inclusion rate in sampled Malefic decks (53/53 run in main, 0 in side); No banlist restriction identified; assumed 3 copies unlimited across all formats; Appears in 17 distinct archetypes across the deck sample
- Observed: Run in 1–3 copies per deck (27 @ 1x, 19 @ 2x, 7 @ 3x); strong conviction on inclusion; Perfect synergy to Malefic World (100% co-deck), Malefic Paradox Dragon (100%), Malefic Stardust Dragon (98.1%); 54.7% of deck sample represents Malefic home archetype; 45.3% other archetypes; Splashes into Blue-Eyes decks (7.5% of sample, 4 total decks) and minor homes; Vietnamese guide lists it as core card in the Malefic 'Core' section
- Inferred: Draw 2 effect provides +2 card advantage when Malefic destroyed, offsetting field-spell dependency resource costs; GY tutor from Deck creates recovery loop aligned with Malefic archetype's destruction-based play pattern; High accessibility in Malefic due to reliable monster summoning and field control; lower in non-Malefic homes; Minimal combo board conversion as trap card with zero recorded combo appearances and no board extension role; Excellent deckbuilding efficiency with zero garnet risk (worst-case milled for GY value) and no locks
- Data gaps: No combo appearance data (N/A for trap cards, but limits combo_conversion precision) No StatisticsCard archetype inclusion percentages (deck sample inference only) No explicit banlist confirmation (assumed unlimited) No tournament or top-cut data (view count reflects popularity, not competitive strength) No detailed rulings on edge cases (Damage Step carve-out appears standard)






