LIGHTPlatinum Gadget
Archetype:
Gadget
ATK:
1600
LINK-2
View:
5426
Link Arrow:
Bottom-Left
Bottom-Right
2 Machine monsters Cannot be used as Link Material the turn it is Link Summoned. During your Main Phase: You can Special Summon 1 Level 4 or lower Machine monster from your hand to your zone this card points to. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck. You can only use each effect of "Platinum Gadget" once per turn.
Platinum Gadget — Power Evaluation
Final Score: 65 ± 5 · Confidence: High
- Intrinsic: 63 · Deck: 67 · Meta: provisional
- Primary role: Combo enabler · Secondary: Extender
Why it scores here
Platinum Gadget earns its score as a broadly splashable Machine combo enabler: its Main Phase effect converts two Machine bodies into a Link-2 plus a free Special Summon from hand, reliably extending into the high-power boards (average combo power index 89.8) seen across 53 distinct Machine archetypes. Its value is entirely combo-infrastructure — the 1600 ATK and destruction-trigger Gadget search are secondary bonuses, not the reason it runs in virtually every sampled Machine deck. The turn-of-summon restriction on Link Material use and complete absence of opponent interaction are genuine ceilings that hold the score well below elite tier.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 68 | Runs in all 400 sampled Machine decks as a 1-copy Extra Deck piece (96% at exactly 1 copy), confirming it is trivially reachable once any two Machine bodies exist on field (observed). |
| Combo & Conversion | 70 | All 6 recorded combos featuring it achieve power index 89–100 with 4 boss monsters and +6 net card advantage; the Main Phase Special Summon directly extends a hand Machine into board infrastructure that supports these outputs (observed). |
| Resource Economy | 55 | The Main Phase Special Summon is roughly card-neutral (2 materials plus hand Machine in, Link-2 plus field presence out); destruction trigger adds a conditional Level 4 Gadget search from Deck on removal, making the package slightly net-positive when disrupted (verified from card text). |
| Effect & Interaction | 10 | Neither of Platinum Gadget's effects target or affect the opponent — both are fully proactive self-extensions with no disruption capability whatsoever (verified from card text). |
| Material Utility | 38 | LIGHT Machine body with Bottom-Left and Bottom-Right arrows provides standard co-link utility in later turns, but the hard restriction against being used as Link Material the turn it is summoned significantly limits its immediate material contribution (verified from card text). |
| Resilience & Flexibility | 45 | The destruction trigger (Special Summon Level 4 Gadget from Deck on destruction) provides a contingency recovery layer, but the card has no protection and is a fully exposed target on its summoning turn (verified from card text). |
| Deck-Building Efficiency | 80 | Runs as exactly 1 copy in 96% of decks across 53 archetypes with no deckbuilding penalties beyond the Machine material requirement; a near-free-roll slot for any Machine combo strategy (observed). |
Calculation
Weight profile: 0.7 Combo enabler + 0.3 Extender. Intrinsic ≈ 63, Deck ≈ 67, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Splashable in any Machine deck with no archetype lock beyond the 2-Machine material requirement
- Converts two Machine bodies into a Link-2 plus a free hand-extension in a single Main Phase action
- Appears across 53 distinct archetypes, confirming broad generic Machine utility
- Near-zero slot cost: 96% of decks run exactly 1 copy
- Destruction trigger provides a contingency Level 4 Gadget search if the card is removed
Weaknesses
- Provides zero opponent interaction — both effects are fully proactive with no disruption
- Cannot be used as Link Material the turn it is Link Summoned, making it a tempo liability if the opponent disrupts the follow-up extension
- Destruction trigger is conditional and easy for the opponent to play around by simply not destroying it
- Combo role tags are all zero in recorded combos, indicating its precise step in the chain is ambiguous in the evidence
Counters / choke points
- Ash Blossom & Joyous Spring or Infinite Impermanence negate the Main Phase Special Summon, stopping the extension cold
- Effect negation (Skill Drain, Solemn Judgment) blanks both effects while the Link Material restriction still applies
- Floodgates that prevent Special Summons from hand (Vanity's Emptiness, There Can Be Only One for Machine) neutralize the primary effect entirely
Best use
Link-2 bridge that converts two Machine bodies into a field extension, enabling Link climbing and Xyz plays from a hand Machine mid-combo. Decks: ABC, Cyber Dragon, Crystron, Machina, K9, Deskbots, Superheavy Samurai. Suggested copies: 1.
Evidence & gaps
- Verified: LIGHT Machine Link-2 requiring 2 Machine monsters as material; Main Phase effect: Special Summon 1 Level 4 or lower Machine from hand to pointed zone (OPT); Destruction trigger: Special Summon 1 Level 4 Gadget from Deck when destroyed by battle or card effect (OPT); Cannot be used as Link Material the turn it is Link Summoned; Both effects are each once per turn
- Observed: Appears in all 400 sampled Machine-type decks (avg 1.04 copies; 96% run exactly 1); Present in all 6 recorded combos with average power index 89.8 and average starter count 0.83; Spans 53 distinct archetypes across the deck sample; 100% inclusion rate in ABC (OCG/Speed), Deskbots, Meklord, and Arcana Force archetypes per usage statistics
- Inferred: Functions as a key bridge piece in Machine combo lines, enabling Link climbing or Xyz plays from a hand Machine after the initial two-material investment; Destruction trigger serves as a secondary resilience layer, partially recovering from targeted removal
- Data gaps: No banlist token — assumed unlimited (3 copies) across TCG, OCG, and Master Duel Combo role tags (starter role, searched-for role, material role, payoff role, end-board appearances) are all zero despite 100% combo appearance — the card's precise step in the combo chain is unconfirmed in the evidence No dated metagame sample supplied — meta power is null/provisional






