DARK
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
View:
5993
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Number 70: Malevolent Sin — Power Evaluation
Final Score: 70 ± 5 · Confidence: Medium
- Intrinsic: 72 · Deck: 69 · Meta: provisional
- Primary role: Material body · Secondary: Removal, Utility
Why it scores here
Number 70: Malevolent Sin is a generic Rank-4 XYZ staple that functions primarily as a reliable extra deck body summoned from the abundance of Level-4 monsters across archetypes. Its removal effect (banishing opponent monsters until next standby) and self-buff mechanism (ATK gain + Rank scaling) provide modest but consistent interaction value. The card's widespread presence across 126 distinct archetypes at varying inclusion rates (100% in Ragnaraika/Gadgets, 60–67% in others) reflects its role as a flexible filler option rather than a combo driver, though it does appear in high-power boards (91.6 average power index). The score reflects solid but unremarkable performance: it is an efficient extra deck option with acceptable disruption, not a powerhouse.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 85 | Requires only 2 Level-4 monsters (extremely common) and appears in 100% of sampled decks across 126 distinct archetypes at consistent rates. (Verified) |
| Combo & Conversion | 65 | Appears in 5 combos with 91.6 average power index but holds no assigned role (starter/material/payoff), suggesting it functions as an output board piece rather than a primary converter. (Observed) |
| Resource Economy | 40 | Banishing costs 1 material with no card draw, recursion, or refuel follow-up, making the activation cost-negative or neutral at best. (Verified) |
| Effect & Interaction | 60 | The banish effect temporarily removes opponent monsters until next standby, providing softer disruption than a negate but greater flexibility than destruction, with once-per-turn activation. (Verified) |
| Material Utility | 70 | As a Rank-4 body with respectable 2400 ATK, it serves as functional XYZ material; DARK Insect attributes limit some archetype-specific synergies but it remains a generic filler option. (Verified) |
| Resilience & Flexibility | 70 | Self-buff mechanism (+300 ATK, +3 Rank per successful attack) provides scaling resilience if it survives; repeated banish effects enable multi-turn interaction as long as material remains. (Verified) |
| Deck-Building Efficiency | 85 | Pure extra deck option with zero main deck brick risk and no archetype locks, imposing minimal deck-building cost and freely splashable across diverse strategies. (Verified) |
Calculation
Weight profile: 0.7 × Material body + 0.3 × Removal. Intrinsic ≈ 72, Deck ≈ 69, Meta = provisional. Modifiers: none. Final formula: 0.40 * Intrinsic + 0.60 * Deck
Strengths
- Generic extra deck filler splashable across 126 archetypes
- Reliable summoning from abundant Level-4 monsters in most strategies
- Flexible removal effect (banish until next standby) provides temporary board control
- Self-scaling mechanism (ATK +300, Rank +3 per attack) offers dynamic resilience
- Zero main deck cost; pure extra deck slot with no brick risk
Weaknesses
- Banish effect is temporary (until next standby), not permanent removal
- Material activation cost (1 material) is resource-negative with no follow-up advantage
- Unclassified role in observed combos suggests filler rather than combo driver
- Not a primary converter in high-power boards (91.6 average) despite presence
- DARK Insect race/attribute limits synergy with some archetype-specific strategies
Counters / choke points
- Infinite Impermanence and other negation effects block the banish activation
- Removal of the card before material can be detached
- Fast OTK strategies that bypass the disruption window
Best use
Extra deck filler providing modest temporary disruption and scaling body. Decks: Traptrix, Gadgets, Odd-Eyes, Paleozoic, Supreme King, Time Thief. Suggested copies: 1.
Evidence & gaps
- Verified: Rank-4 XYZ requiring 2 Level-4 monsters (card text); Banish effect: target 1 opponent monster, banish until next standby (once per turn by detaching material); Self-buff: +300 ATK and +3 Rank at end of Damage Step if card attacked (card text); Appears in 100% of sampled 400 main decks (deck evidence); Playable in 126 distinct archetypes (deck evidence); Appears in 5 combos confirmed with high power boards (combo evidence)
- Observed: 100% inclusion rate in Ragnaraika and Gadgets archetypes (usage statistics); 60–67% inclusion in Odd-Eyes, Herald, Myutant, Subterror, Nimble (usage statistics); Average power index 91.6 across 5 combos where it appears (combo evidence); Zero role classifications (starter/material/payoff) in all 5 combos (combo evidence); Top partner cards are staple hand traps and removal (Infinite Impermanence 34%, Ash Blossom 30%)
- Inferred: Removal effect provides temporary disruption softer than negate but more flexible than destruction; Self-buff mechanism enables multi-turn resilience if the card survives attacks; Generic applicability driven by universal Level-4 monster availability; Filler extra deck option rather than combo driver based on zero role assignments; DARK Insect typing limits synergies with specific archetype tuning strategies
- Data gaps: Banlist status unknown (assumed 3 copies legal in all formats) Combo role classifications missing—unclear whether card functions as payoff, output, or incidental piece in the 5 recorded boards No metagame ranking or tier positioning data provided






