Solar Recharge
Spell Normal

Solar Recharge

  • Archetype:
  • Lightsworn

  • View:
  • 4625




Discard 1 "Lightsworn" monster; draw 2 cards, then send the top 2 cards of your Deck to the GY.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Jan 1, 2026
58± 6/ 100
Power Score
Intrinsic 54
Deck 60

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











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