WATER
4Revival Jam
Archetype:
Slime
ATK:
1500
DEF:
500
View:
7882
When this card is destroyed by battle and sent to the Graveyard: You can pay 1000 Life Points; Special Summon it in face-up Defense Position during your next turn's Standby Phase.
Revival Jam — Power Evaluation
Final Score: 46 ± 6 · Confidence: Medium
- Intrinsic: 45 · Deck: 47 · Meta: provisional
- Primary role: Material body · Secondary: Recovery/Recursion
Why it scores here
Revival Jam is a conditional material body designed to be destroyed by battle and recur via its optional effect, paying 1000 LP to Special Summon during your next Standby Phase in Defense Position. While it appears in 43 decks across Slime and Egyptian God strategies with strong synergy to Monster Reborn (72% co-inclusion), the card generates zero tournament-level combos and no guides, indicating its role is niche and defensive rather than combo-enabling. Its material utility is clean (a generic Level 4 Aqua) but its effect's deferred timing, LP cost, and dependence on battle destruction severely limit its contribution to modern game paces.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | Revival Jam is a Normal-summonable Level 4 Aqua with Slime archetype support, but its effect requires specific destruction conditions (battle only), making it conditionally accessible rather than a live opening hand piece. (Inferred) |
| Combo & Conversion | 8 | Zero appearances in 0 recorded combo boards across all tournaments and archetypes confirms the card does not contribute to combo board building or scaling. (Observed) |
| Resource Economy | 28 | The 1000 LP cost to recur the card every turn represents a resource sink without card advantage, creating long-term LP pressure in grindy games. (Inferred) |
| Effect & Interaction | 12 | Revival Jam has no disruption, negation, removal, or hand-trap properties; its only interaction is passive defense as a 1500-ATK body in the Monster Zone. (Verified) |
| Material Utility | 60 | Level 4 Aqua with straightforward material utility for Synchro, Xyz, Fusion, or Tribute, unlocked by optional effect and usable even when blanked by negation. (Verified) |
| Resilience & Flexibility | 45 | The card survives in the GY and recovers on the next Standby Phase, but is vulnerable to effect negation, timing windows, and requires 1000 LP per recurrence. (Inferred) |
| Deck-Building Efficiency | 55 | Revival Jam is a non-locking Level 4 that fits Slime and Egyptian God strategies without severe bricking, but its conditional activation and niche use case make it unsuitable as a free-roll staple. (Observed) |
Calculation
Weight profile: 0.7 Material body + 0.3 Recovery/Recursion. Intrinsic ≈ 45, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Clean generic Level 4 Aqua material that functions as Synchro, Xyz, or Tribute fodder
- Deferred recursion provides redundancy and survival in the GY across turns
- Non-locking optional effect allows flexibility in deckbuilding and combo lines
- Consistent inclusion in Slime and Egyptian God strategies (46-65% in archetypal variants)
Weaknesses
- Effect triggers ONLY on destruction by battle, making it inactive in control matchups or when not attacked
- Deferred timing (next turn's Standby Phase) provides zero immediate board value or disruption
- 1000 LP cost per recurrence creates cumulative resource drain in grindy games
- Zero combo board appearances indicate the card is not part of tournament-level consistent lines
- 1500 ATK is not threatening; 500 DEF is minimal blocker—defensive value is marginal
Counters / choke points
- Dark Ruler No More and similar negation effects blank the revival effect entirely
- Graveyard disruption (Macro Cosmos, D.D. Crow) prevents recurrence; Ash Blossom cannot stop Standby Phase trigger
- Aggressive going-first strategies bypass the card's defensive role; time-limit wins don't benefit from slow recursion
- Board breaker effects that destroy this card as an effect (not battle) leave it in the GY without triggering the revival mechanic
Best use
Recursive defensive body and generic Level 4 material. Decks: Slime, Egyptian God, Jam archetype.
Evidence & gaps
- Verified: Level 4 Aqua/Slime with 1500 ATK / 500 DEF; Effect triggers on destruction by battle, costs 1000 LP, summons during next Standby Phase in Defense Position; Appears in 43 decks across 8 distinct archetypes, primarily Slime (2.3%) and Egyptian God variants; Monster Reborn in 72.1% of Revival Jam decks (31 co-decks); Jam family cards (Jam Defender, Jam Breeding Machine) in 30-46% of decks
- Observed: Zero combo board appearances across all tournaments and archetypes (0/0); Average 1.37 copies per deck (range 1-3), with 55.8% in untyped strategies; Top partners include Egyptian Gods (39-65%), Jam Defender (46%), Metal Reflect Slime (46%), Reactor Slime (44%); 8 distinct archetypes run the card but with low penetration in each (max 18.6%)
- Inferred: Card is designed as conditional material body for destruction and recursion, not a combo starter or extender; Deferred effect timing (next turn's Standby Phase) limits immediate board impact and turns to activate; 1000 LP cost per recurrence creates long-term resource pressure in grindy/extended games; Effect-negated body still provides clean generic Level 4 Aqua material for Synchro/Xyz/Fusion/Tribute
- Data gaps: No combo boards recorded (0 appearances) — cannot confirm tournament-level role, consistency, or modern viability No guides supplied — human context on card role, deckbuilding rationale, and meta usage unavailable No banlist token supplied — assumed unlimited (3 copies); no format-specific restrictions verified No StatisticsCard usage data — archetype inclusion percentages inferred from 43-deck sample only, not larger historical dataset or current metagame Effect timing (Standby Phase activation) not validated against current Yu-Gi-Oh! rulings or FAQ database






