Number 70: Malevolent Sin
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.




 
 
AI Power Analysis
Material bodyConfidence: MediumEvaluated Oct 7, 2026
70± 5/ 100
Power Score
Intrinsic 72
Deck 69

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











https://metaduelist.com/
Top