Powerhold the Moving Battery
Trap Continuous

Powerhold the Moving Battery

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Special Summon this card as an Effect Monster (Machine/EARTH/Level 4/ATK 0/DEF 2000), then, you can equip 1 Level 4 Machine "Gadget" monster from your hand or Deck to this card. (This card is also still a Trap.) If Summoned this way, this card gains ATK equal to double the ATK of the monster equipped to it by this effect.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Oct 5, 2026
59± 5/ 100
Power Score
Intrinsic 56
Deck 61

Powerhold the Moving Battery — Power Evaluation

Final Score: 59 ± 5 · Confidence: Medium

  • Intrinsic: 56 · Deck: 61 · Meta: provisional
  • Primary role: Searcher/Tutor · Secondary: Combo enabler, Material body

Why it scores here

Powerhold the Moving Battery scores as a solid Gadget enabler trapped between strong synergy and modest independent value. It reliably tutors Gadgets from Deck and provides an additional monster body, earning high marks in accessibility and deckbuilding efficiency. However, its zero opponent interaction, lack of card advantage generation, and dependency on Gadget partners limit its intrinsic power. The 59 reflects a card that is genuinely useful in its home archetype but not broadly impactful on its own.

Axis scores

Axis Score Evidence
Accessibility 62 Lives in opening hand as a trap and searches Gadgets with high reliability in Gadget decks (94.7% co-deck with Gold Gadget), though trap activation requires setup (verified).
Combo & Conversion 48 Creates one additional monster body and equips a Gadget, gaining double ATK output, but generates only modest board presence without broader synergies (inferred).
Resource Economy 52 Costs a trap activation and one Deck slot to gain one body and search one Gadget, balancing to roughly neutral resource exchange with occasional card advantage (observed).
Effect & Interaction 8 Provides zero negation, removal, or opponent interaction—purely a combo enabler for the controller's own play lines (verified).
Material Utility 54 Functions as a Level 4 Machine body (0 ATK / 2000 DEF) useful for Machine Xyz and synergies, but 0 ATK severely limits offensive material roles (inferred).
Resilience & Flexibility 42 Trap slot provides initial protection from hand traps, but becomes vulnerable to removal or negation once special summoned; equipped Gadget can be targeted independently (inferred).
Deck-Building Efficiency 68 Takes one trap slot without clogging the monster zone and splashes across 7 distinct archetypes at 1.68 average copies per deck, though strongest in Gadgets (observed).

Calculation

Weight profile: Primary role Searcher/Tutor. Intrinsic ≈ 56, Deck ≈ 61, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Searchable body that tutors Level 4 Machine Gadgets directly from Deck
  • Acts as additional synergy point in Gadget-heavy decks
  • Trap-turned-monster status provides flexibility and hand-trap resistance
  • Splashable across 7 distinct archetypes with consistent Gadget synergy
  • Trap slot doesn't clog the monster zone, enabling efficient deck-building

Weaknesses

  • Requires trap activation setup, consuming tempo
  • Zero opponent interaction or disruption value
  • 0 ATK severely limits material utility for offensive combos
  • Board presence is modest without additional support
  • Heavily dependent on Gadget partners for full value
  • Equipped Gadget remains a single removal target

Counters / choke points

  • Trap negation (Starlight Road, Wulf Trap Hole variants)
  • Removal of the equipped Gadget (negates the ATK boost)
  • Negation of the special summon effect
  • Veiler or Impermanence on the searched Gadget
  • Monster removal (destruction, banish) after summoning

Best use

Searcher/Tutor and Combo Enabler. Decks: Gadgets, Therions, Springans, Machine-type synergies. Suggested copies: 2.

Evidence & gaps

  • Verified: Card is a Continuous Trap that special summons itself as a Machine/EARTH/Level 4 Effect Monster (0 ATK/2000 DEF); Effect allows equipping 1 Level 4 Machine Gadget from hand or Deck; Equipped monster grants double ATK as a boost; Appears in 19 decks across 7 distinct archetypes; Gadget decks show 94.7% co-deck rate with Gold and Silver Gadget
  • Observed: Strong primary synergy in Gadget decks (57.9% of all decks running it); Secondary appearances in Therions (10.5%) and Springans (10.5%); Average 1.68 copies per deck with distribution of 1-3 copies; Splashable with non-trivial presence across multiple unrelated archetypes
  • Inferred: Primary role is Searcher/Tutor due to Gadget-tutoring effect and high co-deck rates; Combo conversion is modest—generates one body plus one equipped Gadget, no multi-body synergy; Material utility is context-dependent on Machine-type synergies; 0 ATK limits generic use; Trap activation provides tempo cost not fully reflected in pure card economy; Zero opponent interaction means all value is self-directed enablement
  • Data gaps: No combos supplied—combo conversion is text-only inference without board examples No guides supplied—no human context on actual usage patterns No banlist token—assumed 3 copies legal (unlimited) in all formats No usage statistics (StatisticsCard)—archetype inclusion % inferred from 19-deck sample only No metagame sample—meta power is unavailable











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