Oilman
EARTH 2

Oilman

  • ATK:
  • 400

  • DEF:
  • 400

  • View:
  • 3505




Once per turn, you can either: Target 1 Machine-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in Attack Position. While equipped by this effect, if the equipped monster destroys an opponent's monster by battle: Draw 1 card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)




 
 
AI Power Analysis
Utility (Union Support)Confidence: Medium
56± 7/ 100
Power Score
Intrinsic 55
Deck 56

Oilman — Power Evaluation

Final Score: 56 ± 7 · Confidence: Medium

  • Intrinsic: 55 · Deck: 56 · Meta: provisional
  • Primary role: Utility (Union Support) · Secondary: Recovery/Recursion, Material body

Why it scores here

Oilman is a Union support card that provides marginal resource advantage (draw on battle destruction) and destruction protection in Machine-type decks. While it appears in ABC (50%), Machina, Gadgets, and Ancient Gear strategies, its effects are conditional and do not generate combos or significant board development. The 400 ATK/DEF body has minimal material value, and the card earns its moderate score from clean deckbuilding efficiency and reliable accessibility within Machine-centric homes, not from intrinsic board-making power.

Axis scores

Axis Score Evidence
Accessibility 65 Level 2 with no special summon condition, accessible via Machine searchers, and always has targets in ABC/Machina/Gadgets. (verified)
Combo & Conversion 35 No combo data exists; card text requires an existing Machine-type monster on-field and triggers only on battle destruction, enabling no standalone board. (inferred)
Resource Economy 52 Grants +1 card when equipped monster destroys opponent's monster in battle—a conditional, low-frequency effect. (verified)
Effect & Interaction 20 Protection via destruction replacement is soft one-time interaction; no negation, removal, or disruption. (verified)
Material Utility 52 400/400 body is low-stat; EARTH Machine typing fits specific decks, and unequip mechanic enables recovery. (inferred)
Resilience & Flexibility 50 Unequip and revive once per turn offers modest recovery, but card lacks multi-turn resilience or interaction redundancy. (inferred)
Deck-Building Efficiency 68 Minimal slot cost, runs 1–2 copies cleanly across ABC (50%), Machina, Gadgets, and Ancient Gears with no garnet risk. (observed)

Calculation

Weight profile: 0.7 Utility + 0.3 Recovery/Recursion. Intrinsic ≈ 55, Deck ≈ 56, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Accessible in four distinct Machine archetypes (ABC, Machina, Gadgets, Ancient Gears)
  • No special summon condition; searchable by Machine-type effects
  • Destruction protection via replacement effect reduces removal pressure on equipped monster
  • Unequip + revive mechanic provides turn-after-turn flexibility and recovery

Weaknesses

  • Draw effect is conditional and infrequent, requiring opponent's monster destruction in battle
  • 400/400 stats contribute minimal material value or board presence
  • Cannot generate combos or multi-card lines; requires pre-existing Machine body
  • No opponent-facing disruption, negation, or removal—purely protective and card-advantage

Counters / choke points

  • Effect negation (e.g., Ash Blossom & Joyous Spring) blocks unequip/revive reuse
  • Equipped monster removal that replaces Oilman (destruction replacement consumes the shield)
  • Cards targeting the equip effect directly or cards clearing equipment zones

Best use

Union protection and incremental draw enabler in going-first Machine strategies. Decks: ABC, Machina, Gadgets, Ancient Gears. Suggested copies: 1.

Evidence & gaps

  • Verified: Union monster with equip/unequip dual-mode effect and once-per-turn activation (card text); Draw 1 card when equipped monster destroys opponent's monster by battle (card text); Destruction replacement protection—prevents destruction of equipped monster (card text); Appears in ABC (50%), Machina (16.7%), Gadgets (16.7%), Ancient Gears (16.7%); Runs 1–2 copies per deck, averaging 1.5 across 6-deck sample
  • Observed: 50% inclusion rate in ABC decks (3 of 6 in sample); 100% main-deck placement across all six decks; Top partners exclusively Machine-type bodies (Machina Fortress, Gadgets, Ancient Gear Engineer); Consistent across four distinct Machine-centric archetypes
  • Inferred: Accessibility moderately high due to Level 2 body with no condition, modulated by Machine-target requirement; Combo conversion low because card enables no multi-step lines; text requires pre-existing board piece; Resource economy moderate from conditional draw trigger (battle destruction only, not reliable); Effect interaction minimal—destruction replacement is soft, one-off protection without disruption; Material utility moderate due to low stats (400/400) offset by EARTH/Machine support lines; Deck synergy confirmed by presence across four archetypes with Machine-synergistic partners
  • Data gaps: No combos supplied — combo conversion scored by text inference only No guides supplied — no human context on meta role or strategic positioning No banlist token — assumed 3 copies (unlimited) No usage statistics (StatisticsCard) — archetype inclusion % inferred from 6-deck sample only No dated metagame sample — meta power cannot be assessed











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