Restructer Revolution
Spell Normal

Restructer Revolution

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Inflict 200 points of damage to your opponent's Life Points for each card in your opponent's hand.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 5, 2026
52± 6/ 100
Power Score
Intrinsic 47
Deck 55

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.











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