Spell
NormalSolar Recharge
Archetype:
Lightsworn
View:
4625
Discard 1 "Lightsworn" monster; draw 2 cards, then send the top 2 cards of your Deck to the GY.
Solar Recharge — Power Evaluation
Final Score: 58 ± 6 · Confidence: Medium
- Intrinsic: 54 · Deck: 60 · Meta: provisional
- Primary role: Combo enabler · Secondary: Utility, Recovery/Recursion
Why it scores here
Solar Recharge converts an in-archetype Lightsworn monster in hand into a clean net +1 (discard 1, draw 2) while sending 2 more cards to the GY, which is exactly the resource axis Lightsworn cares about. It is not a one-card starter — it needs a Lightsworn body to discard first — so its value is conditional on being played inside a Lightsworn shell, where it is a near-universal 3-of (400/400 sampled decks, avg 2.77 copies). It brings no interaction whatsoever, so it earns nothing on disruption, and its zero ATK/DEF is irrelevant to this score. Its ceiling is capped by being archetype-locked and one-shot, making it a strong engine card rather than a broadly powerful one.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | A Normal Spell run at 3 copies in 320 of 400 decks (avg 2.77) is drawn often, but the card is only live with a Lightsworn monster in hand to discard (verified). |
| Combo & Conversion | 58 | It digs 2 and mills 2, feeding Lightsworn GY triggers and finding engine pieces, but it builds nothing on its own and requires an existing Lightsworn to function (inferred). |
| Resource Economy | 75 | Discard 1 then draw 2 is a straight net +1, and the 2 milled cards are usually live GY resources rather than losses (verified). |
| Effect & Interaction | 12 | The card provides no removal, negation, or disruption of any kind toward the opponent (verified). |
| Material Utility | 20 | As a Spell it is never a body itself; its only material contribution is indirectly loading Lightsworn monsters into the GY for revival and threshold effects (inferred). |
| Resilience & Flexibility | 45 | A one-shot Normal Spell with no recursion that pays its discard before the draw, so a negated draw effect leaves the player at a heavy loss (inferred). |
| Deck-Building Efficiency | 70 | Zero locks, no once-per-turn clause, and redundant copies are fine in-archetype, but the mandatory Lightsworn discard makes it dead weight outside Lightsworn shells (verified). |
Calculation
Weight profile: 0.7 Combo enabler + 0.3 Utility. Intrinsic ≈ 54, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Turns one in-hand Lightsworn monster into a net +1 card (discard 1, draw 2)
- Mills 2 cards, directly fueling Lightsworn GY effects such as Wulf, Felis and Judgment Dragon thresholds
- Near-universal in its home deck: 400/400 sampled decks main-deck it at an average of 2.77 copies
- No once-per-turn clause and no locks, so multiple copies can be chained in the same turn when bodies are available
Weaknesses
- Requires discarding a "Lightsworn" monster — completely dead without one in hand
- Provides zero disruption, removal, or negation for the board
- One-shot Normal Spell with no recursion or GY recovery of itself
- Pays its discard cost before the draw resolves, so a negated draw is a severe loss
- Effectively archetype-locked and not splashable outside Lightsworn-based shells
Counters / choke points
- Ash Blossom & Joyous Spring (negates the draw/mill after the discard cost is already paid)
- Any negate of the Spell's effect (e.g. a Spell/Trap negate) leaving the discard as a pure loss
- Graveyard hate / anti-mill floodgates such as Dimension Shifter, which devalues the mill half
- Hand disruption that strips the Lightsworn monster needed to pay the cost
Best use
Consistency engine: discard a Lightsworn to draw 2 and mill 2. Decks: Lightsworn. Suggested copies: 3.
Evidence & gaps
- Verified: Text: discard 1 "Lightsworn" monster; draw 2 cards, then send the top 2 cards of your Deck to the GY; Normal Spell with no once-per-turn clause and no self-locking restriction; Archetype: Lightsworn; legal in TCG, OCG, Master Duel and Duel Links; 400/400 sampled decks run it in the main deck; average 2.77 copies (320 decks run 3)
- Observed: Top partners: Charge of the Light Brigade (98.8%), Wulf, Lightsworn Beast (97.2%), Judgment Dragon (78.5%); Listed among 46 distinct archetypes, but 44.8% of decks are Lightsworn and the rest are Lightsworn-engine splashes; usage statistics: 100% inclusion in two Lightsworn/Exodia archetype samples, typical 3 copies; 76.9% in a third; combo data contains 0 appearances, so no recorded combo role exists for this card
- Inferred: Because the discard requires a Lightsworn monster, the card is effectively dead outside Lightsworn shells; The 2-card mill sets up Wulf, Felis and Judgment Dragon conditions in the GY; The discard is paid before the draw resolves, so a negated draw effect results in a heavy net loss
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no average starter count when present, so line redundancy cannot be measured directly usage statistics covers only 3 archetype rows, understating the 46 archetypes seen in deck data






