Spell
NormalShort Circuit
Archetype:
Batteryman
View:
3104
Activate only if you control 3 or more "Batteryman" monsters. Destroy all cards your opponent controls.
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)






