Spell
NormalRestructer Revolution
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3358
Inflict 200 points of damage to your opponent's Life Points for each card in your opponent's hand.
Restructer Revolution — Power Evaluation
Final Score: 52 ± 6 · Confidence: Medium
- Intrinsic: 47 · Deck: 55 · Meta: provisional
- Primary role: Utility · Secondary: Boss/End-board, Removal
Why it scores here
Restructer Revolution is a damage-focused utility spell with strong accessibility and deckbuilding efficiency—it is live in hand with no setup required and runs easily across 9 archetypes with no lock or garnet risk. However, it generates no card advantage, creates no board, and contributes no hard interaction; its effect is pure direct damage scaling with opponent's hand size. The high 2.32 average copies and 92% partnership rate with burn spells (Tremendous Fire, Ookazi) confirm its role as a finisher, but zero recorded combos and low resilience (one negate ends it) prevent it from being a power multiplier.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Spell card playable from hand with no cost or setup; 25 decks run 2–3 copies, showing reliable and consistent access. (verified) |
| Combo & Conversion | 20 | Zero recorded combos; card text shows pure direct damage output with no board-building or extended-play synergy beyond burn damage partners. (observed) |
| Resource Economy | 25 | One-card expenditure for damage output with no draw, recursion, or resource return; trades a slot for approximately 1000 LP damage if opponent has 5 cards. (verified) |
| Effect & Interaction | 35 | Soft burn damage only, not hard removal or negation; does not stop opponent plays, disrupt the field, or create game-winning interaction. (verified) |
| Material Utility | 5 | Normal Spell Card cannot serve as material for any summon method; zero material utility regardless of whether effect is negated. (verified) |
| Resilience & Flexibility | 25 | One-shot spell with no recovery, multi-turn presence, or redundant effects; a single negate or chain block completely ends its utility. (inferred) |
| Deck-Building Efficiency | 75 | Clean utility spell with no archetype lock, garnet risk, or deck restriction; splashable across 9 archetypes with 2–3 copies running without tension. (observed) |
Calculation
Weight profile: Primary role Utility / no clear role (default). Intrinsic ≈ 47, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Strong accessibility—playable from hand immediately with no deck setup or restrictions.
- Excellent deckbuilding efficiency; splashable across 9 archetypes with no archetype lock, garnet risk, or redundancy conflict.
- Scales with opponent's hand size, making it potentially high-damage early game when opponent hand is full.
- Proven synergy with burn decks (Greed 32%, with 92% co-deck rate alongside Tremendous Fire).
Weaknesses
- Generates zero card advantage or board presence; pure resource expenditure with no return.
- Contributes nothing to combo extension or board building; zero recorded combo appearances.
- Soft interaction only; does not negate, remove, or disrupt opponent's field or hand.
- Very low resilience; one spell negate or chain block completely negates its value; no recovery mechanism.
- Situationally ineffective; damage drops to zero if opponent has an empty hand, reducing its late-game utility.
Counters / choke points
- Spell negation effects (Ash Blossom & Joyous Spring, Crossout Designator, or any spell negate).
- Chain blocking at the right timing before resolution.
- Decks that empty their hand early (discard-heavy or mill strategies), leaving opponent hand empty.
Best use
Direct damage finisher. Decks: Greed, Burn variants, Morphtronic.
Evidence & gaps
- Verified: Card is a Normal Spell with effect: Inflict 200 damage to opponent's LP for each card in their hand.; Legal in TCG, OCG, MasterDuel; limited to 1 copy in DuelLinks.; 25 decks run it (100% of sample); Greed is the primary home (32% of decks).; Players run 2–3 copies frequently (14 of 25 decks run 3 copies), indicating high confidence in redundancy.
- Observed: All top-4 partners are burn/direct damage spells: Tremendous Fire (92%), Ookazi (88%), Hanewata (84%), Fire Cracker (84%).; Splashable across 9 distinct archetypes (Greed, Morphtronic, Junk, Monarch, D/D/D, Tellarknight, etc.).; Zero combos recorded across entire combo database; card is standalone and does not enable multi-card combo lines.
- Inferred: Damage is situational; scales linearly with opponent's hand size, making it stronger early (full hand) and weaker late (empty hand).; Single-use spell with no tutoring or graveyard recursion mentioned in card text or top partners.; Spell cards cannot serve as material for Synchro, Xyz, Fusion, or Link summons; material utility is zero.; Resilience is minimal; once negated or blocked in chain, the spell contributes nothing; no built-in recovery or multi-turn presence.
- Data gaps: No combos supplied; combo conversion is inferred from zero recorded appearances, not from actual combo board data. No guides supplied; human context on tournament usage, metagame role, and strategic applications not available. No usage statistics (StatisticsCard); archetype inclusion percentage inferred from 25-deck sample only, not long-term historical data.






