Time Machine
Trap Normal

Time Machine

  • View:
  • 3848




When a monster is destroyed by battle and sent to the GY: Special Summon that monster to the same field it was on, in the same battle position it was in when destroyed.




 
 
AI Power Analysis
Recovery/RecursionConfidence: Medium
49± 8/ 100
Power Score
Intrinsic 48
Deck 49

Time Machine — Power Evaluation

Final Score: 49 ± 8 · Confidence: Medium

  • Intrinsic: 48 · Deck: 49 · Meta: provisional
  • Primary role: Recovery/Recursion

Why it scores here

Time Machine is a reactive recursion trap: it only fires after one of your monsters is destroyed by battle, and then it returns that monster to the field in the same position. Its value is recovering a lost body for free, not building a board or interacting with the opponent's cards. It is a generic, low-cost card that 28 recent decks run across 15 archetypes, which confirms it is practical and accessible, but the sample gives no combo evidence that it converts into a winning line. High card popularity did not earn points on its own; the score rests on the text-defined recovery effect and the cheap deckbuilding cost.

Axis scores

Axis Score Evidence
Accessibility 40 Trap card that must be drawn and set; no searchers or combo routes are recorded, though 28 decks run it (observed deck count, inference on access).
Combo & Conversion 35 Text-only: it converts a battle loss into a same-position revive, but no combo boards are recorded (inferred from text).
Resource Economy 55 Returns a monster from the GY at no card cost, a one-for-zero recovery when a battle trade happens (verified from text).
Effect & Interaction 15 No negation, removal, or disruption on the opponent's cards; it only acts on your own battle-destroyed monster (verified from text).
Material Utility 10 Trap card, not a monster, so it provides no material body (verified from text).
Resilience & Flexibility 35 A face-down trap that dies to any negate or backrow removal and only triggers in one situation (inferred from text).
Deck-Building Efficiency 70 Usually 1 copy per deck (avg 1.25, max 3), no garnet or lock restriction, and it fits many archetypes (observed from decks).

Calculation

Weight profile: Primary role Recovery/Recursion, no secondary roles. Intrinsic ≈ 48, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Reliable one-for-zero recovery of a monster lost in battle, returned to the same field and position
  • Generic: appears across 15 archetypes, with partners like Harpie's Feather Duster, Monster Reborn, and Polymerization
  • Cheap to run: about 1 copy per deck with no garnet restriction

Weaknesses

  • Only triggers after a battle destruction, so it is dead in many hands and situations
  • Set trap that is vulnerable to negation and backrow removal
  • No opponent interaction and no board or card-advantage engine

Counters / choke points

  • Negation of the set trap
  • Backrow removal or trap destruction

Best use

Recovery of a battle-destroyed monster in a deck that already runs battle-based attackers. Decks: Red-Eyes, Heroic, Fur Hire. Suggested copies: 1.

Evidence & gaps

  • Verified: Effect text: when a monster is destroyed by battle and sent to the GY, Special Summon it to the same field and position; Runs in 28 of the sampled decks, 1.25 copies on average (max 3)
  • Observed: Appears in 15 distinct archetypes, most often Red-Eyes (7) and Heroic (5); Top co-occurring cards include Harpie's Feather Duster, Monster Reborn, and Polymerization
  • Inferred: Recovery is conditional on a battle destruction, which limits reliability; Dies to negation and backrow removal as a set trap
  • 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











https://metaduelist.com/
Top