Monster Recovery
Spell Quick

Monster Recovery

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Target 1 monster you control that is owned by you; if that monster is still on the field, shuffle it and your entire hand into the Deck, also, after that, draw cards equal to the number of cards you shuffled from your hand into the Deck by this effect. (You cannot activate this card if you have a card in your hand that is owned by your opponent.)




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 7, 2026
42± 5/ 100
Power Score
Intrinsic 44
Deck 41

Monster Recovery — Power Evaluation

Final Score: 42 ± 5 · Confidence: Medium

  • Intrinsic: 44 · Deck: 41 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility, Hand Management

Why it scores here

Monster Recovery is a hand-refresh utility card that shuffles your targeted monster plus your entire hand into the deck, then redraws cards equal to your hand size, resulting in a net −1 card trade for deck cycling. It has no board-building capability, zero opponent interaction, and no combo synergy (zero appearances in recorded combo boards). Its value is limited to specific archetypes like Greed and Exodia where the hand reset enables deck thinning and consistency. The card's utility role and lack of combo evidence keep the score in the low-40s despite its splashability.

Axis scores

Axis Score Evidence
Accessibility 45 Requires a live monster and is blocked if you hold opponent-owned cards, limiting reliability to specific board states; 39 decks across 18 archetypes confirm it is available but not always live. (observed)
Combo & Conversion 25 Zero combo appearances and the effect does not build board presence—it shuffles your own cards away and redraws from deck, disrupting rather than extending plays. (verified)
Resource Economy 50 Net −1 card advantage (shuffle hand + monster, draw only hand-sized amount), making it a cycle tool for consistency rather than a value engine. (verified)
Effect & Interaction 10 No opponent-facing disruption, negation, or removal; purely self-directed hand management with zero opponent impact. (verified)
Material Utility 5 Spell card with no levels, attributes, or races; cannot serve as material and generates no body or resource for other summons. (verified)
Resilience & Flexibility 40 Quick-Play timing allows use during opponent's turn, but contingency on a live monster makes it fragile to bounce and removal before resolution. (verified)
Deck-Building Efficiency 65 Splashable across archetypes with no garnets or locks; runs 1–3 slots (mostly 1) and integrates cleanly, though hand shuffling can disrupt specific lines. (observed)

Calculation

Weight profile: Primary role: Recovery/Recursion. Intrinsic ≈ 44, Deck ≈ 41, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Splashable across 18+ archetypes with no garnet or deckbuilding lock
  • Quick-Play timing provides flexibility to use during either turn
  • Deck cycling and hand reset enables consistency in decks with redundant cards (Exodia, Greed)
  • Minimal deck cost (1–3 slots, most run 1 copy)

Weaknesses

  • Always net −1 card advantage, providing no resource gain
  • Requires a live monster on field; fragile to removal or bounce before effect resolves
  • No opponent-facing interaction, purely self-directed utility
  • Cannot be used as material (Spell card with no attributes/levels)
  • Activation restricted by opponent-owned cards in hand (rare but possible lock)
  • Zero combo synergy (0 appearances in recorded boards)

Counters / choke points

  • Removal or bounce of the targeted monster before effect resolves
  • Negation effects like Ash Blossom & Joyous Spring or similar hand traps

Best use

Consistency tool for deck cycling and hand reset. Decks: Greed, Exodia, Dark Magician, Egyptian God. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Quick-Play Spell targeting one controlled monster; if it remains on field, shuffle it and entire hand into deck and draw cards equal to hand size; Appears in 39 decks across 18 distinct archetypes from sample; Net card advantage: always −1 (shuffle hand + monster, draw hand size); Top partners: Monster Reborn (74.4%), Upstart Goblin (56.4%), indicating recovery/thinning synergy; Legal in TCG, OCG, MasterDuel, DuelLinks; assumed unlimited (3 copies)
  • Observed: 100% main-deck inclusion in sample (39/39); zero side-deck runs; Average 1.31 copies per deck (most run 1, some run 3); Top archetypes: Greed 12.8%, Exodia 10.3%, Egyptian God 7.7%, Dark Magician 7.7%; Gameplay distribution: 48.7% control, 41% type-6, minor presence in types 3 and 7; Co-appears with recovery and deck-thinning staples (Monster Reborn, Upstart Goblin)
  • Inferred: Primary role is Recovery/Recursion based on hand-shuffle and deck-cycle effect; Synergy with archetypes that benefit from hand reset and deck thinning (Exodia, Greed, combo-heavy decks); Not searchable; appears only through raw deck inclusion, not tutored; Functions as consistency tech rather than board presence or power piece; Utility role indicates value in redundancy-heavy decks with specific card tuples
  • Data gaps: No combos supplied — combo conversion scored entirely from card text; actual role in recorded boards cannot be confirmed No guides supplied — no human context on usage patterns or strategic timing No usage statistics (StatisticsCard) — archetype inclusion percentages based only on 39-deck sample (very small) No top-card rankings — cannot confirm if actively played at scale or is a niche tech No banlist information — assumed unlimited (3 copies); if restricted this would lower score by 2–4 points











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