Supply Squad
Spell Continuous

Supply Squad

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Once per turn, if a monster(s) you control is destroyed by battle or card effect: Draw 1 card.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
50± 8/ 100
Power Score
Intrinsic 51
Deck 50

Supply Squad — Power Evaluation

Final Score: 50 ± 8 · Confidence: Medium

  • Intrinsic: 51 · Deck: 50 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Supply Squad turns a monster being destroyed by battle or card effect into one card, once per turn, so its value depends on destruction actually happening and is never guaranteed. Its 287-deck footprint across 84 archetypes shows it is a generic, portable card-advantage staple, but that frequency only confirms accessibility and does not raise the score on its own (guardrail 3). With no combo, searcher, or guide evidence, the card stays in the middle band and nothing in the evidence pushes it higher.

Axis scores

Axis Score Evidence
Accessibility 50 A Continuous Spell that must be drawn or otherwise reached; no searcher or starter data is supplied, but 287 decks at 1.56 average copies show it is routinely live (observed).
Combo & Conversion 35 Passive trigger that converts destruction into a single draw with no board or combo output; combo data is empty, so this rests on the card text (inferred).
Resource Economy 60 Repeated +1 card per turn with no cost, but gated on destruction and capped at once per turn (verified from text).
Effect & Interaction 15 No negation, removal, or hand-trap reach; the card only draws (verified from text).
Material Utility 10 A Spell card, so it provides no material, level, attribute, or name value (verified from text).
Resilience & Flexibility 45 Sits face-up on the field and can be removed by backrow or Continuous Spell answers, but its once-per-turn draw can recur over multiple turns while the field is live (inferred).
Deck-Building Efficiency 80 Low-cost copies (1 to 3 per deck), no garnet or lock, and it is easy to slot into many shells (observed).

Calculation

Weight profile: 0.7 Utility + 0.3 Recovery/Recursion. Intrinsic ≈ 51, Deck ≈ 50, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Generic, portable card advantage that fits across 84 archetypes
  • Costless once-per-turn draw with no garnet or lock cost
  • Redundant across many decks, so the line survives losing one copy

Weaknesses

  • Draw is conditional on a monster being destroyed, so it can be dead in quiet turns
  • No interaction, negation, or removal
  • Continuous Spell with no recursion, so backrow removal ends it

Counters / choke points

  • Backrow removal or Continuous Spell destruction
  • Decks that avoid destruction-based play or keep monsters on the field

Best use

Utility card-advantage engine that adds a draw when monsters trade or die. Decks: Machina, Egyptian God, Fire King, Crystron, Exodia, Unchained, Scrap, Red-Eyes, Graydle.

Evidence & gaps

  • Verified: Once per turn, draws 1 card when a monster you control is destroyed by battle or card effect (card text); Spell card, Continuous, 3 legal formats (card data); 287 recent decks, 84 distinct archetypes, average 1.56 copies (deck data)
  • Observed: Runs in 287 recent decks, 82.9% in gameplay type 7 (deck data); Top partners include Harpie's Feather Duster and Monster Reborn, both generic staples (deck data)
  • Inferred: Acts as a resource engine that is only live when destruction occurs (inferred from text); Vulnerable to Continuous Spell or backrow removal (inferred from card type)
  • Data gaps: No combos supplied, so combo conversion is text-only inference No guides supplied No banlist token; assumed 3 copies (unlimited) No usage statistics beyond two archetypes, so inclusion breadth is only partly calibrated











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