Multiple Destruction
Trap Normal

Multiple Destruction

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If both players have 3 or more cards in their hand: Each player places their entire hand on the bottom of the Deck in any order, also you lose LP equal to the total number of cards returned to the Deck by this effect x 300 (min. 1), then each player draws 5 cards. You can only activate 1 "Multiple Destruction" per turn.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Jul 14, 2025
40± 6/ 100
Power Score
Intrinsic 40
Deck 40

Multiple Destruction — Power Evaluation

Final Score: 40 ± 6 · Confidence: Medium

  • Intrinsic: 40.3 · Deck: 40 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Multiple Destruction's only function is a symmetrical hand reset: when both players hold 3 or more cards, each shuffles their entire hand to the bottom of the Deck and then draws 5, with the controller paying 300 LP per card returned. It shows up as a 1-of tech in 43 sampled decks across 11 archetypes but in 0 recorded combo boards, so it builds no board and contributes no interaction of its own. Its ATK/DEF are irrelevant because it is a Trap with no body, and the LP cost plus the fact that the opponent also draws 5 caps its ceiling. The score reflects generic splashability and mild hand-refresh value, not any board-building or disruption power.

Axis scores

Axis Score Evidence
Accessibility 38 Fully generic Normal Trap legal in TCG/OCG/MasterDuel with no archetype requirement and no search clause, played in 43 sampled decks across 11 archetypes (observed).
Combo & Conversion 16 Appears in 0 of the recorded combo boards and produces no board on its own — it only resets hands (observed).
Resource Economy 40 Card count stays roughly even (hand shuffled away, 5 drawn for each player), but the controller pays 300 LP per card returned, so it is a hand-quality swap at a real LP cost (verified).
Effect & Interaction 24 Its only disruptive angle is forcing the opponent to shuffle their hand away, but they immediately draw 5, making the effect symmetric and soft (verified).
Material Utility 5 It is a Trap with no body, Level, or Attribute, so it cannot be used as material or as any summoning resource (verified).
Resilience & Flexibility 28 It has no on-field presence and a once-per-turn activation limit, so it is a single one-shot effect that does nothing after resolution (verified).
Deck-Building Efficiency 48 Played almost always as a 1-of (37 of 43 decks at 1 copy) with no garnet or archetype lock, but it is a dead Trap whenever the 3-card hand condition is not met (observed).

Calculation

Weight profile: 0.7 Utility (default) + 0.3 Recovery/Recursion. Intrinsic ≈ 40.3, Deck ≈ 40, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Resets a bad hand into 5 fresh cards, acting as a hand-quality fixer to dig for needed pieces.
  • Completely generic Normal Trap with no archetype lock, so it can be slotted into many decks.
  • Can force the opponent to shuffle away a carefully assembled hand before drawing new cards.
  • As a Trap it is Spell Speed 2 and can be timed (e.g. in the opponent's End Phase) to refill before your own turn.

Weaknesses

  • Requires both players to hold 3 or more cards in hand, so it is dead against small-hand or hand-dumping lines.
  • Fully symmetric: the opponent also draws 5 fresh cards, so the benefit is not one-sided.
  • Meaningful LP cost equal to 300 times the total cards returned (min. 1), which scales up badly in large-hand spots.
  • Not searchable and must be drawn and set a turn in advance, so it is slow and unreliable.
  • Only one activation per turn and a pure down-then-refill that adds no board or interaction.

Counters / choke points

  • Opponents keeping fewer than 3 cards in hand (or dumping their hand) turn the condition off entirely.
  • Trap negation or removal (e.g. backrow removal before it is used) blanks it.
  • Hands that inherently punish extra draws or rely on a small hand size.

Best use

Hand-reset utility trap, used sparingly as a 1-of to recycle a poor hand or disrupt the opponent's set-up hand. Decks: Black Luster Soldier, Resonator, Galaxy Photon. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: 'If both players have 3 or more cards in their hand: Each player places their entire hand on the bottom of the Deck in any order, also you lose LP equal to the total number of cards returned to the Deck by this effect x 300 (min. 1), then each player draws 5 cards.'; Card text: 'You can only activate 1 "Multiple Destruction" per turn.'; Card is a Normal Trap with no ATK/DEF, Level, or Attribute (no material utility).; Legal in TCG, OCG and MasterDuel.
  • Observed: 43 sampled decks run it, all in the main deck, 0 in the side deck.; Copies per deck: 37 decks at 1 copy, 6 decks at 3 copies (avg 1.28).; Spread across 11 distinct archetypes, led by Black Luster Soldier (13 decks) and Resonator (12 decks).; Appears in 0 recorded combo boards (no starter/searched/material/payoff/end-board usage).
  • Inferred: Primary use is a generic hand-reset tech rather than a combo or interaction piece, given 0 combo appearances and mostly 1-of inclusion.; The 300 LP per card returned makes the cost scale with both hands, so large-hand activations are expensive.; Drawing 5 during the opponent's End Phase refills for your own turn, but the opponent also gets 5 for theirs.
  • 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 no dated metagame sample, so meta_power is null/provisional











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