Snipe Hunter
DARK 4

Snipe Hunter

  • ATK:
  • 1500

  • DEF:
  • 600

  • View:
  • 3016




You can discard 1 card, then target 1 card on the field; roll a six-sided die, and destroy that target unless you roll a 1 or 6.




 
 
AI Power Analysis
RemovalConfidence: Medium
57± 6/ 100
Power Score
Intrinsic 58
Deck 57

Snipe Hunter — Power Evaluation

Final Score: 57 ± 6 · Confidence: Medium

  • Intrinsic: 58.3 · Deck: 57 · Meta: provisional
  • Primary role: Removal · Secondary: Material body, Utility

Why it scores here

Snipe Hunter earns its points from a repeatable, once-per-turn-free removal effect on a generic Level 4 DARK Fiend body: it discards one card to target and destroy any card on the field, succeeding on a roll of 2-5 (4 of 6 outcomes). Its 1500 ATK and 600 DEF earn nothing here — the value is the ignition removal plus the clean Rank 4 / DARK material it provides even when its effect is negated or fails the die roll. It scores mid-range because the removal is soft (targeting, die-dependent, chained around), it needs discard fuel, and the 0-combo, 0-guide evidence means it never appears as a starter or end-board payoff. Deck data confirms it is a broadly splashed utility body (83 decks, 34 distinct archetypes), not a combo centerpiece.

Axis scores

Axis Score Evidence
Accessibility 70 Level 4 DARK Fiend with no summon condition is a live Normal Summon in the opening hand, but the evidence shows no dedicated searcher route (verified text; inferred).
Combo & Conversion 32 It builds nothing on its own — combos_evidence reports 0 appearances with no as_starter/as_material/as_payoff roles, so it only converts a spare card into probable removal (observed).
Resource Economy 42 Discarding 1 card to destroy 1 target is roughly card-neutral on success, but the die fails on a 1 or 6, making the expected trade slightly negative unless the discarded card is a GY asset (verified + inferred).
Effect & Interaction 50 It is real targeted destruction available every turn with no once-per-turn clause, but it is die-gated (fails on 1 or 6), targetable and chainable, and only usable during your own turn (verified).
Material Utility 60 A generic Level 4 DARK Fiend with no self-lock is clean Rank 4 / DARK-attribute material even when its effect is blanked or the roll fails (verified).
Resilience & Flexibility 45 The effect has no once-per-turn and can be reused, but the 1500/600 body has no protection and dies to any removal or battle, so one answer ends the engine (verified + inferred).
Deck-Building Efficiency 55 It is a no-garnet, splashable 1-2 of in 83 decks across 34 archetypes (avg 1.65 copies), though it demands discard fodder the deck must supply (observed).

Calculation

Weight profile: 0.7 Removal/Negation + 0.3 Material body/Normal. Intrinsic ≈ 58.3, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Repeatable targeted destruction with no once-per-turn clause — multiple activations per turn with enough discard fodder
  • Discard cost doubles as a GY setup outlet (self-mill/hand-to-GY effects benefit)
  • Generic Level 4 DARK Fiend body: clean Rank 4 and DARK-attribute material even if its effect is negated
  • No summon condition, no lock, no archetype requirement — played in 83 decks across 34 distinct archetypes

Weaknesses

  • Die-gated: the target survives on a roll of 1 or 6, so roughly one third of activations waste the discard
  • Targets, so it is chained around and blocked by targeting immunity or destruction protection
  • Requires a continuous supply of discard fodder to keep working
  • Only usable during your own turn; provides no disruption on the opponent's turn
  • Fragile 1500 ATK / 600 DEF body with no protection

Counters / choke points

  • Effect negation on activation (Effect Veiler, Infinite Impermanence, Solemn Strike)
  • Chaining removal or a banish to the target so Snipe Hunter's effect resolves without destroying anything
  • Untargetable or destruction-immune monsters (e.g. targeting-protection bosses)
  • Attacking over the fragile 1500/600 body before it can be reused
  • Grinding decks that absorb the discard cost and card-neutral trades

Best use

Repeatable discard-fueled removal on a generic Level 4 DARK body. Decks: Gadgets, Lightsworn, DARK Fiend / Rank 4 builds, discard-heavy control decks. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: discard 1 card, then target 1 card on the field; roll a six-sided die and destroy that target unless you roll a 1 or 6; No once-per-turn or HOPT clause in the printed effect; Level 4 DARK Fiend, 1500 ATK / 600 DEF, no archetype, no summon condition; Legal in TCG, OCG, Master Duel and Duel Links per the formats list
  • Observed: 83 decks run the card, all in the main deck, averaging 1.65 copies (max 3; 37 decks at 1, 38 at 2, 8 at 3); Spread across 34 distinct archetypes, led by Gadgets (26 decks) and Lightsworn (10 decks); combo_evidence shows 0 appearances, 0 as_starter, 0 as_material, 0 as_payoff, avg_power_index null; usage_statistics: 100% inclusion in Gadgets at typically 2 copies; 0 guides mention the card
  • Inferred: Because the effect has no once-per-turn clause, it can be activated repeatedly in one turn as long as discard fodder remains; Expected removal accuracy is 4/6 (rolls 2-5), so roughly one third of activations destroy nothing; As a generic Level 4 DARK Fiend it converts to Rank 4 or DARK-attribute material even when its effect is negated; Its effect is an ignition-style activation only usable on your own turn, so it offers no opponent-turn disruption
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no dated metagame sample, so meta_power is null and the final score is provisional











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