Number 30: Acid Golem of Destruction
WATER

Number 30: Acid Golem of Destruction

  • ATK:
  • 3000

  • DEF:
  • 3000

  • View:
  • 4261




2 Level 3 monsters During your Standby Phase: Detach 1 Xyz Material from this card or take 2000 damage. You cannot Special Summon any monsters. While this card has no Xyz Materials, it cannot attack.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Oct 7, 2026
44± 6/ 100
Power Score
Intrinsic 46
Deck 43

Number 30: Acid Golem of Destruction — Power Evaluation

Final Score: 44 ± 6 · Confidence: Medium

  • Intrinsic: 46 · Deck: 43 · Meta: provisional
  • Primary role: Floodgate/Control · Secondary: Material body, Stall

Why it scores here

Acid Golem is a Rank 3 Xyz with exceptional accessibility but severe self-imposed restrictions that limit its viability. While the 3000 ATK/DEF stats are decent, they do not drive the score; instead, the Special Summon lock and mandatory Standby Phase cost (detach or take 2000 damage) form the card's primary value as a symmetrical floodgate. The card shines in control-heavy shells where you have already built your board and want to lock the opponent, but in most modern decks that rely on explosive Summon chains, this card becomes a garnet. The lack of combo data and its self-limiting design keep the power rating firmly in the mid-tier range.

Axis scores

Axis Score Evidence
Accessibility 75 Requires 2 Level 3 monsters, a standard and widely available summon condition found across 100+ distinct archetypes (verified)
Combo & Conversion 20 The card generates no combo extension or board progression; it is purely passive stall with zero worked examples in any combo sample (verified: 0 combos supplied)
Resource Economy 15 The mandatory Standby Phase cost forces either material detachment (depleted in 2–3 turns) or 2000 damage, creating pure negative value without refuel or recursion (verified)
Effect & Interaction 35 The Special Summon lock provides symmetrical disruption powerful in control mirrors but self-impairing in combo decks, limiting flexible application (verified: text + inferred)
Material Utility 60 As a Rank 3 WATER Rock, the card serves as clean generic material even when blanked, with 3000 stats making it a serviceable wall body (verified)
Resilience & Flexibility 35 The self-imposed lock survives until materials deplete (2 turns), then becomes a static 3000 DEF wall that cannot attack; no recovery or multi-zone flexibility (verified)
Deck-Building Efficiency 25 Average 1.12 copies per deck with heavy garnet risk in non-control shells; the self-lock and Special Summon restriction severely limit splashability (observed)

Calculation

Weight profile: Floodgate/Control primary role. Intrinsic ≈ 46, Deck ≈ 43, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Accessible Rank 3 Xyz summon requiring only 2 Level 3 monsters
  • Decent 3000 ATK/DEF stats as a wall
  • Special Summon lock provides symmetrical disruption in control-heavy matchups
  • Widely splashed across 100+ distinct archetypes as a situational tech

Weaknesses

  • Self-imposed Special Summon lock cripples decks relying on explosive Summon chains
  • Mandatory Standby Phase cost (detach or take 2000 damage) rapidly depletes materials
  • Cannot attack while materials are exhausted, turning into a static body
  • No card advantage, refuel, or recursion; pure stall value
  • Heavy garnet risk in combo-oriented decks

Counters / choke points

  • Decks that do not rely on Special Summon (e.g., Pendulum Normal Summons)
  • Bounce and send-to-deck effects that remove it from field
  • Effects that negate the Standby Phase cost or macro-style lockdowns
  • Combo chains requiring multiple Special Summons after this card is on field

Best use

Floodgate/Control wall in symmetrical-lock strategies. Decks: Labrynth, Mikanko, Water Xyz, Dinomist, Control-heavy shells.

Evidence & gaps

  • Verified: Card text is present and unambiguous (Rank 3 Xyz, Standby Phase cost, Special Summon lock); Appears in 400 decks across 100+ distinct archetypes; Rank 3 Xyz requirement (2 Level 3 monsters); Standby Phase mandatory cost (detach 1 material or take 2000 damage); Special Summon lock applies to both player and opponent
  • Observed: Average 1.12 copies per deck (356 run 1 copy, 39 run 2, 5 run 3); Appears most frequently in Labrynth (14%) and Mikanko (8%) archetypes; Top partners are control/negation-focused cards (Ash, Solemn, Maxx C, Destructive Daruma); Mentioned in Water Xyz and Dinomist guide sections as Extra Deck core; Distributed across 51% control, 33% aggro, 14.2% balance gameplay types
  • Inferred: Primary role is Floodgate/Control (text + guide context + partner synergy); Used as an end-board wall in pre-built control shells rather than a combo extender; The Special Summon lock creates symmetrical disruption benefiting control decks more than combo decks; The Standby Phase cost functions as a stall mechanism depleting materials in 2–3 turns; Self-locking design limits splashability in modern decks requiring explosive Summon chains
  • Data gaps: No combos supplied; combo conversion inferred from card text only, not from observed boards No banlist token; assumed 3 copies legal (unlimited) No usage statistics (StatisticsCard); archetype inclusion % inferred from 400-deck sample only No top-card data; card is not ranked as a top card, so dated metagame context is absent No explicit rulings on interaction between the Special Summon lock and bypass-summon effects











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