Short Circuit
Spell Normal

Short Circuit

  • Archetype:
  • Batteryman

  • View:
  • 3104




Activate only if you control 3 or more "Batteryman" monsters. Destroy all cards your opponent controls.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Jul 9, 2026
46± 6/ 100
Power Score
Intrinsic 45
Deck 47

Short Circuit — Power Evaluation

Final Score: 46 ± 6 · Confidence: Medium

  • Intrinsic: 45 · Deck: 47 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Removal

Why it scores here

Short Circuit converts a fully developed Batteryman board into a complete opponent field wipe for a single card, which is a genuine winning payoff in going-second Batteryman builds where it is played at near-maximum copies. The catch is its activation condition: it is dead until you already control 3 or more "Batteryman" monsters, so it rewards a board you have committed rather than building one, making it largely win-more and a poor early-game card. With zero recorded combo appearances its real conversion is unmeasured, so it is graded on text and the deck-level inclusion signal only. It carries no body and no protective clause, so its stats and one-shot nature earn no extra credit.

Axis scores

Axis Score Evidence
Accessibility 30 Text requires controlling 3 or more "Batteryman" monsters, so it is dead until a board is already built (verified).
Combo & Conversion 34 It does not build a board itself but can turn an established board into lethal, yet combo data shows 0 recorded appearances to confirm it (inferred).
Resource Economy 55 One activation destroys all cards the opponent controls, a large one-for-many swing once the condition is met (verified).
Effect & Interaction 60 It is a full field wipe of the opponent's cards, but only on your own turn with no chain protection (verified).
Material Utility 5 It is a Normal Spell with no body, Level, or Attribute to use as material (verified).
Resilience & Flexibility 28 A single spell/trap negation blanks it with no graveyard recursion or secondary use (inferred).
Deck-Building Efficiency 38 It is only usable in shells that run Batteryman monsters and is a brick before three are on board, though a compact 2-3 copies is normal in-archetype (observed).

Calculation

Weight profile: Board breaker / Going-second (primary); Removal blended conceptually. Intrinsic ≈ 45, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Destroys every card the opponent controls for a single activation, a complete field wipe that can enable an immediate lethal push.
  • Sits at 100% inclusion in Batteryman usage statistics and averages 2.79 copies in the 28 sampled decks, showing it is a core in-archetype going-second payoff.
  • High-impact payoff in a deck that can realistically assemble multiple Batteryman bodies.

Weaknesses

  • Activation requires controlling 3 or more "Batteryman" monsters, so it is dead early and functions mostly as a win-more card.
  • No protective or once-per-turn text interaction helps it survive negation; any spell/trap negation blanks it with no graveyard value.
  • Archetype-locked: unusable outside shells that field Batteryman monsters.
  • Zero recorded combo appearances, so its real conversion into winning boards is unmeasured.

Counters / choke points

  • Spell/Trap negation such as Solemn Judgment or Dark Bribe
  • Effect negations that stop the activation before the wipe resolves
  • Cards that prevent the opponent's cards from being destroyed, or that remove the required Batteryman monsters before the condition is met

Best use

Going-second field wipe / finishing board breaker. Decks: Batteryman. Suggested copies: 2.

Evidence & gaps

  • Verified: Text: activate only if you control 3 or more "Batteryman" monsters; destroy all cards your opponent controls.; Card is a Normal Spell belonging to the Batteryman archetype; legal in TCG, OCG and Master Duel.
  • Observed: 28 recent decks run it, average 2.79 copies (23 of 28 at max 3); 67.9% tagged Batteryman.; 100% inclusion with typical 2 copies in Batteryman usage statistics.; 0 appearances across recorded combos.
  • Inferred: Functions as a going-second field wipe/payoff in dedicated Batteryman builds that can assemble three bodies.; Dead early game until three Batteryman monsters are controlled, giving it a win-more tendency.
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited)











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