EARTH
4Mathmech Multiplication
Archetype:
Mathmech
ATK:
500
DEF:
2000
View:
6614
You can target 1 Level 4 Cyberse monster you control; its Level becomes 8 until the end of this turn. If this card is sent to the GY: You can target 1 Cyberse monster you control in the Extra Monster Zone; its ATK becomes doubled until the end of this turn. You can only use each effect of "Mathmech Multiplication" once per turn.
Mathmech Multiplication — Power Evaluation
Final Score: 65 ± 4 · Confidence: Medium
- Intrinsic: 63 · Deck: 66 · Meta: provisional
- Primary role: Combo enabler · Secondary: Utility
Why it scores here
Mathmech Multiplication is a central support piece in Mathmech combo lines, appearing in all recorded high-power combos (avg power index 89) and core to the archetype with 85%+ inclusion in Mathmech variants. Its Level-shift effect enables synchro access and its GY doubling effect boosts board pieces, but it generates no card advantage and provides zero opponent interaction. The card reliably converts accessibility and material utility into combo enablement rather than direct independent power, making it a strong archetype staple but not a standalone powerhouse.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 75 | Consistently accessible as a searchable Level 4 Cyberse, played in 400 decks across 20 archetypes at average 1.07 copies per deck (observed) |
| Combo & Conversion | 60 | Appears in 3 high-power combos (avg power index 89) but role_in_combo is empty for all, suggesting an enabling/support function rather than a combo driver (observed) |
| Resource Economy | 45 | Neither effect generates card advantage; Level shift and ATK doubling are one-time utilities that rely on other Mathmech pieces for refuel and advantage generation (verified) |
| Effect & Interaction | 5 | Both effects are self-targeting (Level 4 Cyberse → Level 8, or EMZ Cyberse → doubled ATK); provides no opponent disruption, negation, or removal (verified) |
| Material Utility | 72 | Level 4 Cyberse is generic non-Tuner synchro material and link fodder, useful even when effects are negated by opponent plays (verified) |
| Resilience & Flexibility | 68 | Accessible via normal summon or search; provides effects across multiple turns and zones (field, GY); splashed consistently in 20 distinct Cyberse archetypes (observed) |
| Deck-Building Efficiency | 72 | Played at 1–2 copies with no self-locking or brick risk; low opportunity cost and high splashability across Cyberse strategies confirm clean slot inclusion (observed) |
Calculation
Weight profile: 0.7 Combo enabler + 0.3 Utility. Intrinsic ≈ 63, Deck ≈ 66, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Consistent core inclusion in Mathmech (85%+ of archetype variants include it as 1 copy)
- Appears in 100% of recorded high-power Mathmech combos (power index 76–99, avg 89), confirming practical deck utility
- Clean Level 4 Cyberse body serves as generic synchro non-Tuner material and link fodder, useful even when effects are negated
- Highly splashable across 20 distinct Cyberse archetypes including Code Talker, @Ignister, Firewall, and Cynet
- Low deckbuilding cost with no self-locking or brick risk; efficient slot utilization
Weaknesses
- Generates zero card advantage; both effects are one-time buffs and level shifts with no draw or search return
- No opponent interaction—provides no negation, disruption, removal, or hand-trap capability whatsoever
- Combo role is undocumented (role_in_combo empty for all 3 appearances), suggesting it enables combos rather than driving them
- Combos using this card require average 2.67 starters, indicating moderate efficiency rather than exceptional 1-card power
- Very low 500 ATK limits the card to support and material roles; cannot serve as a beatstick or damage threat
Best use
Level-shift enabler and synchro/link material provider. Decks: Mathmech, Code Talker, @Ignister, Firewall, Cynet.
Evidence & gaps
- Verified: Card text: Level-shift effect (target 1 Level 4 Cyberse, Level becomes 8 until EOT, once per turn); GY doubling effect (target 1 Cyberse in EMZ, ATK doubled until EOT, once per turn); Formats: TCG, OCG, MasterDuel, DuelLinks (all formats supported); Archetype: Mathmech, Cyberse type, Level 4, 500 ATK / 2000 DEF; Deck evidence: 400 matched decks, 373 at 1 copy, 27 at 2 copies; Combo evidence: 3 combos, 100% inclusion rate; Guide presence: 3 dedicated Mathmech guides, all list as core card
- Observed: Archetype distribution: 20 distinct archetypes (Mathmech dominant, with Code Talker, @Ignister, Firewall, Cynet, Sky Striker secondary homes); Mathmech inclusion rate: 53.8–100% across 5 Mathmech variants; Top partner overlap: 6 Mathmech cards (Sigma, Diameter, Circular, Addition, Superfactorial, Equation) at 85–98.8%, confirming core synergy; Combo power index: 76–99 (Combo 1012: 99, Combo 1011: 92, Combo 1013: 76); avg 89 indicates high-tier combos; Combo net card advantage: 2–4 cards in recorded combos where present; Combo starter requirement: avg 2.67 starters needed in combos using this card
- Inferred: Primary role is Combo enabler: Level-shift effect facilitates Synchro summons (convert Level 4 to Level 8 for faster access to high-level Synchro bosses); GY doubling effect boosts final board piece ATK during combo resolution; Material utility: Clean Level 4 non-Tuner Cyberse body converts even if effect is negated, useful as Synchro material or Link fodder in multiple Cyberse strategies; Splashability driver: Cyberse archetype type and Level 4 classification enable consistent inclusion across Code Talker, @Ignister, Firewall, and other Cyberse shells
- Data gaps: role_in_combo is empty for all 3 combo appearances; granular role breakdown (starter/searched/material/payoff) is undocumented, limiting direct verification of how the card is used in practice Banlist status assumed unlimited (data_gaps note: 'no banlist token — assumed 3 copies'); no OCG or TCG ban context provided No top-card ranking or metagame context (is_top_card: false; best_rank_across_formats: null)






