DARK
2Psychic Rover
ATK:
0
DEF:
700
View:
3294
If this card is Special Summoned: You can roll a six-sided die, and if you roll a 1 or 6, destroy up to 2 cards on the field. If this card is sent to the GY: You can roll a six-sided die, and if you roll a 2, 3, 4, or 5, Special Summon this card. The player who Summoned it cannot Special Summon from the Extra Deck, while it is face-up in the Monster Zone.
Psychic Rover — Power Evaluation
Final Score: 50 ± 8 · Confidence: Medium
- Intrinsic: 50 · Deck: 56 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Board breaker
Why it scores here
Psychic Rover is a Level 2 DARK Psychic body whose value is recursion: its GY effect returns it to the field on a d6 roll of 2-5 (about two-thirds), with no card advantage gained. Its Special Summon effect destroys up to 2 cards on the field only on a 1 or 6 (one-third), which is soft, random interaction. The 2400-range DEF and Level 2 body earn little on their own; the score rests on being run in 84 decks across 39 archetypes at about two copies each, with Emergency Teleport as a strong partner, and it is pulled down by the Extra Deck self-lock while face-up.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Reached reliably through partners such as Emergency Teleport (88% co-deck rate) across 84 decks, but no searcher or combo routes are supplied (observed/inferred). |
| Combo & Conversion | 25 | No recorded combo boards exist, so conversion is text-only: a dice-gated destroy and a dice-gated revive, with no one-card-to-board line (inferred). |
| Resource Economy | 40 | The GY revive returns its own body on a 2-5 roll and gains no advantage, and the destroy is one-for-two at best on a 1-in-3 roll (verified text, inferred value). |
| Effect & Interaction | 30 | Destroy up to 2 cards on a 1 or 6 is random, symmetric soft interaction that the opponent can play around (verified text, inferred). |
| Material Utility | 40 | A Level 2 DARK Psychic body with no Tuner or attribute-fit role, so only modest material value even when its effect is negated (inferred). |
| Resilience & Flexibility | 55 | The GY revive gives a second life on about two-thirds of rolls and works across zones, but the effects are dice-gated and the body is fragile on the field (verified text, inferred). |
| Deck-Building Efficiency | 50 | Runs 1-3 copies in 84 decks, so it is cheap to include, but the Extra Deck self-lock while face-up is a real restriction (verified text, observed copies). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Board breaker. Intrinsic ≈ 50, Deck ≈ 56, Meta = provisional. Modifiers: Self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Revives itself from the GY on a 2-5 roll, giving repeated bodies
- Broad usage: 84 decks across 39 archetypes at about two copies each
- Strong partner support, with Emergency Teleport in 88% of decks that run it
Weaknesses
- Both effects are dice-gated, so outcomes are random
- No card advantage from either effect
- Self-locks the Extra Deck while face-up in the Monster Zone
- Level 2 body with little material or combo value
Counters / choke points
- Ash Blossom & Joyous Spring
- Dice-independent removal or banish effects that stop the GY revive
Best use
Recursive utility body and soft board disruption. Decks: Fiendsmith, Diabellstar, Azamina, Snake-Eyes, Infernoid. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: dice-gated destroy of up to 2 cards on a 1 or 6 when Special Summoned; Card text: dice-gated Special Summon from the GY on a 2-5 roll; Card text: Extra Deck Special Summon lock on the summoning player while face-up in the Monster Zone; 84 recent decks run it, 39 distinct archetypes, average 1.99 copies
- Observed: Emergency Teleport appears in 74 of 84 decks (88.1%); Gameplay type 7 accounts for 72.6% of decks; Guide lists it as a Kashtira staple section mention
- Inferred: Recovery/Recursion is the primary role, since the GY effect is its main value; Two-thirds revive chance per GY send (4 of 6 faces); Generic utility is high because the card fits 39 archetypes
- Data gaps: No combos supplied, so combo conversion is text-only inference No banlist token, so copy limit assumed at 3 No usage statistics (StatisticsCard), so archetype inclusion is from the deck sample only No rulings supplied for the dice and self-lock interactions






