Speedroid Maliciousmagnet
WIND 1

Speedroid Maliciousmagnet

  • Archetype:
  • Roid

  • ATK:
  • 0

  • DEF:
  • 0

  • View:
  • 3719




Cannot be used as Synchro Material except for a Synchro Summon by its own effect. During your Main Phase, if this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster using only this card you control and that monster. You can only use this effect of "Speedroid Maliciousmagnet" once per turn.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Nov 20, 2025
39± 6/ 100
Power Score
Intrinsic 42
Deck 44

Speedroid Maliciousmagnet — Power Evaluation

Final Score: 39 ± 6 · Confidence: Medium

  • Intrinsic: 42 · Deck: 44 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Board breaker / Going-second, Material body

Why it scores here

Speedroid Maliciousmagnet is a Level 1 WIND Machine Tuner whose only real function is its own Synchro effect: Normal or Special Summon it, then Synchro Summon a WIND Synchro Monster using only itself plus one face-up monster the opponent controls. That is a genuine going-second conversion, but it demands the opponent already have a face-up monster with a Level that lines up with a useful WIND Synchro, and the card explicitly states it 'Cannot be used as Synchro Material except for a Synchro Summon by its own effect', so its 0 ATK / 0 DEF body is dead weight whenever that effect is unavailable. Its 98 deck appearances (avg 1.18 copies, ~63% in Speedroid builds) confirm it is a live but thin one-of tech rather than a core starter. That play frequency does not raise the score: accessibility is real, yet conversion, resilience, and material value are all low, and the 0/0 stats earn nothing.

Axis scores

Axis Score Evidence
Accessibility 42 Appears in 98 decks at an average 1.18 copies, with 85 of 98 lists running exactly one, and it is live only once summoned while the opponent controls a face-up monster (observed).
Combo & Conversion 40 Its effect immediately Synchro Summons a WIND Synchro Monster using itself plus one opponent monster, but the achievable Level depends entirely on the opponent's monster and no combo records exist to confirm a concrete line (inferred).
Resource Economy 50 It consumes the opponent's face-up monster as material while costing only the summoned body, an approximately even-to-positive one-shot trade, capped by a once-per-turn clause (inferred).
Effect & Interaction 33 It provides no negation, disruption, or removal of its own — it only converts one opposing monster into Synchro material, and only once per turn (verified).
Material Utility 12 Text states it 'Cannot be used as Synchro Material except for a Synchro Summon by its own effect', so when blanked or negated it cannot serve as generic Synchro material for the owner's own plays (verified).
Resilience & Flexibility 28 A 0 ATK / 0 DEF singleton that is dead when the opponent has no face-up monster and loses all function if its summon or effect is negated (inferred).
Deck-Building Efficiency 40 Cheap in slot terms — 85 of 98 decks run a single copy — but it functions as a near-garnet going first, where a 0/0 locked body does nothing (observed).

Calculation

Weight profile: 0.7 Combo enabler (Starter/Combo enabler) + 0.3 Board breaker / Going-second. Intrinsic ≈ 42, Deck ≈ 44, Meta = provisional. Modifiers: Dead going first / restricted material use (-4). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Turns an opponent's face-up monster into the second Synchro Material, converting the opponent's board into your own WIND Synchro Summon.
  • Level 1 WIND Tuner that slots into WIND Synchro decks for a single slot (avg 1.18 copies, 85/98 decks at one copy).
  • Strong in-archetype fit, appearing in roughly 63% of Speedroid lists and co-decking with Speedroid Terrortop in 98% of its decks.
  • The Synchro happens immediately after the effect resolves, so it does not require a separate follow-up turn.

Weaknesses

  • 'Cannot be used as Synchro Material except for a Synchro Summon by its own effect' — the body is close to useless as generic material when the effect is negated or unavailable.
  • Requires the opponent to control a face-up monster, making it dead going first and against empty or face-down-only boards.
  • 0 ATK / 0 DEF means it contributes nothing by stats and is easily removed.
  • Only one use per turn, and the resulting Synchro Level is dictated by the opponent's monster, so the payoff is inconsistent.
  • No combo or guide evidence exists to confirm a concrete, repeatable line.

Counters / choke points

  • Negating the Normal/Special Summon or the Synchro effect before it resolves
  • Boards that end with no face-up monster (empty field, face-down-only, or monsters protected from targeting)
  • Destroying or removing Speedroid Maliciousmagnet while the effect is on the chain
  • Opponent's monster having a Level that does not line up with a useful WIND Synchro Monster

Best use

Going-second Synchro tech that converts an opponent's monster into WIND Synchro Material. Decks: Speedroid, WIND Synchro builds, Synchron, Windwitch. Suggested copies: 1.

Evidence & gaps

  • Verified: Card is a Level 1 WIND Machine Tuner with 0 ATK and 0 DEF (card text).; Text: 'Cannot be used as Synchro Material except for a Synchro Summon by its own effect.'; Text: on Normal or Special Summon during your Main Phase, target 1 face-up opponent monster and immediately Synchro Summon 1 WIND Synchro Monster using only this card and that monster.; Text: the effect can only be used once per turn and only by 'Speedroid Maliciousmagnet'.
  • Observed: 98 decks in the sample run the card, 98 in the main deck and 0 in the side.; Copies per deck average 1.18, with 85 of 98 decks running exactly 1 copy.; Roughly 63% of its decks are Speedroid lists; other homes include Synchron, Windwitch, Mecha Phantom Beast and F.A.; Co-deck rate of 98% with Speedroid Terrortop and Hi-Speedroid Kitedrake.; Zero combo appearances and zero guide mentions across the evidence sample.
  • Inferred: Its practical function is a going-second tech: trade an opponent's face-up monster plus this Level 1 body into one WIND Synchro Monster.; Because the Synchro Level equals 1 plus the opponent's monster Level, the payoff is inconsistent and depends on the opposing board.; Going first, or against a board with no face-up monster, it is a near-garnet 0/0 body that cannot even be used as material.; The restriction on Synchro Material use means effect negation effectively blanks the card entirely.
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no metagame/deck-performance data, so meta power is null











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