WIND
1Speedroid 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.
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






