Spell
NormalSlash Draw
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8303
Discard 1 card; send cards from the top of your Deck to the GY, equal to the number of cards your opponent controls, then draw 1 card and show it. Then, if it was "Slash Draw", send it to the GY, and if you do, destroy as many cards on the field as possible, then inflict 2000 damage to your opponent for each card destroyed and sent to the GY by this effect. If the card you drew was not "Slash Draw", shuffle cards from your GY into your Deck, equal to the number of cards sent from your Deck to the GY by this effect. You can only activate 1 "Slash Draw" per turn.
Slash Draw — Power Evaluation
Final Score: 47 ± 7 · Confidence: Medium
- Intrinsic: 48.4 · Deck: 50.3 · Meta: provisional
- Primary role: Board breaker / Going-second · Secondary: Combo enabler, Utility
Why it scores here
Slash Draw is a fully generic Normal Spell whose value is almost entirely a gamble: a miss is roughly card-neutral (discard 1, draw 1, and the milled cards are shuffled back), while drawing a second copy off its own effect destroys every card on the field and burns 2000 per destroyed card — usually lethal. Its footprint in the evidence (400 sampled decks, 127 distinct archetypes, 2.41 average copies) confirms it is cheap and easy to slot into almost anything, but there is zero combo or guide evidence that it reliably closes games, and the payoff depends on a second copy that the TCG limit of 1 makes nearly unreachable in that format. Its 0 ATK/DEF, Normal Spell typing, and 8094 view count earn nothing here; the score reflects the near-neutral floor, the real but low-probability high-roll, and the Limited status.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | A generic, archetype-free Normal Spell appearing in 400 sampled decks across 127 archetypes at 2.41 average copies, so it is trivially slot-able but must be hard-drawn, with no archetype search route in the evidence (observed). |
| Combo & Conversion | 45 | With combo data at 0 appearances and 0 guides, there is no recorded line; on its own the card builds nothing, and it only converts into a full board wipe plus 2000 damage per destroyed card when the drawn card is another "Slash Draw" (inferred). |
| Resource Economy | 45 | Discard 1 then draw 1 leaves the hand roughly even on a miss and the milled cards are shuffled back, so no lasting card or GY advantage accrues unless the gamble hits or the milled cards trigger (inferred). |
| Effect & Interaction | 35 | The only interaction is the lottery wipe — destroy as many cards on the field as possible (including your own) and burn 2000 per destroyed card — strong in impact but never on demand and heavily luck-gated (inferred). |
| Material Utility | 5 | It is a Normal Spell with no body (0 ATK / 0 DEF) and cannot be used as material, so a negated or whiffed activation converts into nothing (verified). |
| Resilience & Flexibility | 30 | One Ash Blossom & Joyous Spring negates it because it sends cards from the Deck to the GY, after the discard cost is already paid, and it is close to dead going first against an empty board or while you control your own cards (inferred). |
| Deck-Building Efficiency | 50 | It costs 2–3 Main Deck slots with no garnet and no lock, and the neutral floor makes it a soft free-roll, but it is Limited to 1 in the TCG, which removes the copy redundancy its payoff depends on (verified). |
Calculation
Weight profile: 0.7 Board breaker/Going-second + 0.3 Combo enabler. Intrinsic ≈ 48.4, Deck ≈ 50.3, Meta = provisional. Modifiers: Limited to 1 in the TCG (-4); Fully generic splash (1). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Completely generic Normal Spell with no archetype requirement — appears in 127 distinct archetypes in the sampled decks.
- Low-roll is close to card-neutral: discard 1, draw 1, and the cards milled from the Deck are shuffled back into the Deck.
- High-roll destroys every card on the field and inflicts 2000 damage per destroyed card, which is normally an outright win.
- Discarding a card and milling from the Deck can trigger GY-based effects even when the gamble fails.
- Needs no Extra Deck space and no combo pieces; every copy is live the moment it is drawn.
Weaknesses
- Pure lottery: the board wipe and burn only happen if the drawn card is another "Slash Draw".
- The wipe destroys your own cards too, so it is a liability while you control a board (bad going first).
- Ash Blossom & Joyous Spring negates it because it sends cards from the Deck to the GY, leaving you down a card.
- Hard once per turn, so it cannot be spammed and offers only a single interaction window per turn.
- Limited to 1 in the TCG, which strips the copy redundancy the payoff depends on.
- Does essentially nothing going first against an empty opponent board (mill 0, draw 1, shuffle 0).
Counters / choke points
- Ash Blossom & Joyous Spring (negates the Deck-to-GY send after the discard cost is paid)
- Any Spell/Trap negation such as Solemn Judgment or a Spell-negating monster effect
- Keeping a small board so the mill count — and therefore the potential destruction/burn — stays low
- Holding your own board minimal in spots where the opponent may resolve Slash Draw from a big field
- Graveyard interaction (e.g. Called by the Grave) against the GY effects the discard/mill is meant to fuel
Best use
Going-second lottery board breaker that also mills/discards to feed GY strategies. Decks: Sky Striker, Tearlaments, Infernoid, Skull Servant, Phantom Knights, Witchcrafter, Volcanic, Blue-Eyes.
Evidence & gaps
- Verified: Card text: discard 1, send cards from the top of the Deck to the GY equal to the number of cards the opponent controls, then draw 1 and reveal it.; Card text: if the drawn card is "Slash Draw", send it to the GY, destroy as many cards on the field as possible, then inflict 2000 damage per card destroyed and sent to the GY.; Card text: if the drawn card is not "Slash Draw", shuffle cards from the GY into the Deck equal to the number milled; only 1 "Slash Draw" may be activated per turn.; Card identity/typing: Normal Spell, no archetype, 0 ATK / 0 DEF, legal copies.tcg = 1 (Limited to 1 in the TCG).
- Observed: 400 sampled decks run it, effectively all in the Main Deck (400 main vs 1 side), at 2.41 average copies (238 lists at 3, 88 at 2, 74 at 1).; It is spread across 127 distinct archetypes, led by Sky Striker (7.2% + 3.5%), Tearlaments (3.5%), Witchcrafter (3.0%) and Infernoid (2.8%).; Frequent co-deck partners are generic staples: Maxx "C" (39.5%), Forbidden Droplet (38.5%), Harpie's Feather Duster (35.2%), Triple Tactics Talent (34.0%), Card Destruction (22.2%).; combo data totals 0 appearances and guide data totals 0 mentions, so no practical line is recorded for the card.
- Inferred: Because the payoff requires the drawn card to be another "Slash Draw", the card needs multiple copies in Deck, so the TCG limit of 1 leaves only the neutral mill/filter floor there.; The destroy clause hits both sides of the field, making the high-roll actively bad while the user controls their own board (i.e. it is a going-second card).; Discard plus Deck-milling can set up GY-triggered effects even when the gamble misses, which matches its presence in Tearlaments, Infernoid, Skull Servant and Phantom Knights lists.; Ash Blossom & Joyous Spring negates it, because negating a "send a card from the Deck to the GY" effect applies to this activation, and the discard cost is already paid.; The shuffle-back clause makes a miss roughly card-neutral but also undoes any permanent GY set-up from the mill.
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) — archetype inclusion % inferred from the 400-deck sample only no OCG/Master Duel legal copies values supplied, so format legality beyond the TCG is unconfirmed no ruling notes on the shuffle-back clause or on interaction with Deck-to-GY negation






