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.
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






