Reverse Buster
LIGHT 4

Reverse Buster

  • ATK:
  • 1500

  • DEF:
  • 0

  • View:
  • 3316




This card can only attack face-down Defense Position monsters. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card attacked a face-down Defense Position monster, at the start of the Damage Step: You can destroy that face-down monster.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: LowEvaluated Oct 5, 2026
42± 8/ 100
Power Score
Intrinsic 42

Reverse Buster — Power Evaluation

Final Score: 42 ± 8 · Confidence: Low

  • Intrinsic: 42 · Deck: — · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Removal, Material body

Why it scores here

Reverse Buster is a niche going-second disruption card that locks Spell/Trap activation and destroys face-down Defense Position monsters during its attack, but this highly restrictive attack condition severely limits when its effects trigger. The card generates no resource advantage, board extension, or protective resilience, making it purely reactive and dependent on the opponent's defensive setup. Without any deck or combo evidence to validate practical utility, its actual value in constructed play remains unverified.

Axis scores

Axis Score Evidence
Accessibility 45 Generic Level-4 Fiend with no archetype or searcher support mentioned, requiring the card to be drawn naturally or run at higher copies for consistency (verified from card text and zero deck appearances)
Combo & Conversion 15 No combo generation, board extension, or multiple-card lines; purely reactive disruption that depends on opponent's face-down defense (verified from text and zero combo appearances)
Resource Economy 40 Trades a deck slot for situational monster destruction with no card advantage, refuel, or recurring value (verified from card text)
Effect & Interaction 50 Soft Spell/Trap negation during Damage Step and conditional removal, but both require the opponent to have face-down Defense Position monsters in play (verified from text, observed as zero deck usage)
Material Utility 65 Clean generic Level-4 Fiend body with no locks or awkward restrictions, usable as Synchro/Xyz/Fusion material even when the attack condition cannot be met (verified from card text)
Resilience & Flexibility 30 No protective effects, GY recovery, recursion, or alternative activation routes; highly vulnerable to negation and removal before its attack resolves (verified from card text)
Deck-Building Efficiency 25 Face-down-only attack restriction creates severe brick potential in aggressive matchups and formats where opponents use Attack Position summons; highly meta-dependent (verified from card text, inferred from zero tournament play)

Calculation

Weight profile: Board breaker / Going-second (primary role). Intrinsic ≈ 42, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Intrinsic only (no decks or combos supplied; Deck = null)

Strengths

  • Blocks Spell/Trap activation during its attack's Damage Step, disrupting opponent responses
  • Destroys face-down Defense Position monsters, providing removal against passive defense
  • Generic Level-4 Fiend body with no locks, making it usable as material for Synchro/Xyz/Fusion summons

Weaknesses

  • Can only attack face-down Defense Position monsters — effect is completely inactive against Attack Position boards
  • No resource generation, card advantage, recovery, or multi-turn value
  • No protective effects or resilience; extremely vulnerable to negation and removal
  • Severe brick potential in fast/aggressive formats; meta-dependent activation

Counters / choke points

  • Aggressive decks that summon exclusively in Attack Position
  • Decks that avoid face-down defensive setups
  • Any negation, removal, or disruption before the attack resolves
  • Token-based strategies that don't allow face-down positioning

Best use

Situational going-second tech for disrupting face-down defensive boards. Decks: Slow defense-heavy control decks, Limited formats where face-downs are common. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text restricts attacks to face-down Defense Position monsters only; Opponent cannot activate Spell/Trap Cards during the Damage Step when this card attacks; Can destroy the attacked face-down Defense Position monster at the start of the Damage Step; Level-4 Fiend-type, LIGHT attribute, 1500 ATK / 0 DEF, no archetype; Legal in TCG, OCG, MasterDuel, and DuelLinks; Zero recorded deck appearances in supplied evidence (deck data.total decks = 0); Zero recorded combo appearances in supplied evidence (combo data.total combos = 0); Not ranked as a top card across any format (top-card data.top-card status = false)
  • Observed: No practical deck usage recorded in the supplied 400+ deck sample (distinct archetypes = 0); No combo integration or board presence recorded (total combos = 0, appearances = 0); No guide mentions supplied (total guides = 0); no human strategic context available
  • Inferred: Primary role is board breaker/going-second, designed to disrupt face-down defensive strategies; Limited accessibility due to no archetype, no tutors, and no searchable support mentioned in evidence; Low combo conversion; card does not generate extended plays or multiple bodies; Generic Level-4 Fiend body is clean material for Synchro/Xyz/Fusion, even when effect is inactive; Spell/Trap lock is situational and applies only during the specific Damage Step window; Removal effect is conditional and requires the attacked face-down monster to survive until Damage Step window
  • Data gaps: No deck evidence supplied — cannot assess archetype homes, inclusion rates, or practical deck synergy No combo evidence supplied — cannot verify combo conversion, board generation, or role in offensive lines No guide mentions supplied — no human strategic analysis or intended use cases documented No usage statistics (StatisticsCard) supplied — cannot confirm historical inclusion % across archetypes No banlist data supplied — assumed unlimited/3 copies per format based on card text No metagame context — cannot assess current tournament relevance, format-specific positioning, or meta-dependent value











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