Master Craftsman Gamil
FIRE 2

Master Craftsman Gamil

  • ATK:
  • 200

  • DEF:
  • 200

  • View:
  • 2356




During the Damage Step, when a face-up monster you control battles (Quick Effect): You can send this card from your hand to the GY; that monster gains 300 ATK until the end of this turn.




 
 
AI Power Analysis
Hand trapConfidence: MediumEvaluated Oct 6, 2026
39± 5/ 100
Power Score
Intrinsic 41
Deck 37

Master Craftsman Gamil — Power Evaluation

Final Score: 39 ± 5 · Confidence: Medium

  • Intrinsic: 41 · Deck: 37 · Meta: provisional
  • Primary role: Hand trap · Secondary: Battle support

Why it scores here

Master Craftsman Gamil is a narrowly specialized hand trap that gains +300 ATK for your battling monster during the Damage Step, at the cost of sending itself from hand to the GY. The card excels at reactive activation and has reasonable accessibility as a hand-drawn resource, but provides no combo potential, generates negative card advantage, and lacks versatile material utility or cross-deck splashability. It appears in only one archetype (Tenpai Dragon) with minimal sample evidence, limiting its power assessment. The low stats, situational activation window, and purely battle-support role place it in the support tier rather than the backbone tier.

Axis scores

Axis Score Evidence
Accessibility 60 Card is naturally drawn into hand and activates reactively from hand during Damage Step, requiring only an active battle; appears in 1 Tenpai Dragon deck. (verified + observed)
Combo & Conversion 15 Card does not initiate or extend combos; provides battle support only with no combo chains recorded in 0 combo examples. (verified)
Resource Economy 25 Costs sending from hand to GY (−1 card) for a single +300 ATK buff; generates no card advantage or resource return. (verified)
Effect & Interaction 35 Enables winning battles indirectly by increasing ATK; does not negate, remove, or directly counter opponent actions—only soft interaction. (inferred)
Material Utility 20 Level 2 Pyro with 200 ATK/200 DEF has poor synergy as Synchro/Xyz material and minimal value when sent to GY. (verified)
Resilience & Flexibility 30 Single-use effect activates only during your Damage Step when battle occurs; negation or battle assignment change ends utility entirely. (inferred)
Deck-Building Efficiency 40 Appears in 1 deck with 1 copy; narrow applicability outside Tenpai Dragon and no lock-in effects, but takes a deck slot for situational utility. (observed)

Calculation

Weight profile: Primary role: Hand trap. Intrinsic ≈ 41, Deck ≈ 37, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Quick Effect activation from hand provides reactive timing
  • Natural accessibility as a hand-drawn resource
  • Low deck cost (1 copy in Tenpai Dragon suggests niche utility)

Weaknesses

  • No combo potential or synergy with combo-heavy strategies
  • Generates negative card advantage (−1 resource for +300 ATK buff)
  • Extremely narrow applicability (only battle support in Damage Step)
  • Poor material utility (low stats, no synergy as Synchro/Xyz/Fusion material)
  • Single-use effect vulnerable to battle negation or board changes

Counters / choke points

  • Cards that negate battle (e.g., negation effects during Damage Step)
  • Cards that change battle assignment or prevent battles
  • Wide-scale removal of your attacking monsters before Damage Step

Best use

Reactive battle support hand trap. Decks: Tenpai Dragon. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: During Damage Step, send from hand to GY; that monster gains +300 ATK until end of turn (Quick Effect); Card is Level 2, FIRE Pyro, 200 ATK/200 DEF, no archetype; Appears in Tenpai Dragon deck (1 copy, main deck); Not a top card; assumed unlimited (no banlist restriction); Resource cost: send from hand to GY (−1 card) with no return value
  • Observed: Appears in 1 deck out of sample (Tenpai Dragon); All co-deck partners are Tenpai Dragon archetype cards or generic handtraps; Page view count: 2304 (moderate traffic, not a popularity driver); Only main deck usage, no side deck in sample
  • Inferred: Primary role is Hand trap (reactive, Quick Effect, from hand activation); Secondary role: Battle support in combat-oriented decks; Combo_conversion is minimal (not a combo piece, no combo chains); Effect_interaction is soft (battle manipulation, not hard removal/negation); Material utility is poor (low stats, no special properties for Synchro/Xyz/Fusion); Resilience is limited (single-use, narrow activation window, vulnerable to battle negation); Deckbuilding efficiency reflects extremely narrow applicability (only 1 archetype in sample)
  • Data gaps: No combos supplied — combo conversion is text-only inference No guides supplied No banlist token — assumed 3 copies (unlimited) No usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only Minimal deck sample (1 deck) limits archetype diversity and cross-deck applicability assessment











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