LIGHT
8Time Reloader
ATK:
1200
DEF:
2400
View:
2379
During the Main Phase, if a monster on the field is flipped face-up: You can Special Summon this card from your hand, then change 1 face-up monster on the field to face-down Defense Position. During the Main Phase, if this card is flipped face-up: You can target 1 monster in your GY; Special Summon it in Defense Position, then change 1 face-up monster on the field to face-down Defense Position. You can only use each effect of "Time Reloader" once per turn.
Time Reloader — Power Evaluation
Final Score: 51 ± 8 · Confidence: Medium
- Intrinsic: 49.8 · Deck: 51.1 · Meta: provisional
- Primary role: Utility · Secondary: Board breaker, Recovery/Recursion
Why it scores here
Time Reloader converts a Main Phase flip-up event into a 1200 ATK body from hand plus a face-down Defense flip of an opposing or own face-up monster, and its second effect revives a GY monster in Defense Position with the same flip. Its 1200 ATK and 2400 DEF earn nothing by themselves; the score rests on the conditional tempo and graveyard recursion. The card is only live when a monster is flipped face-up, which limits accessibility, and the absence of combo data keeps combo conversion low. Deck evidence shows real use in Subterror (7 of 9 decks, 2 copies on average), which supports deck fit but not intrinsic power.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 40 | Hand summon needs a face-up flip event during Main Phase, and no searcher or combo route is recorded (inferred from text; deck count only confirms the card is played) . |
| Combo & Conversion | 35 | No combo boards recorded, so conversion is text-only: a flip-trigger tempo play plus one GY revive (inferred). |
| Resource Economy | 45 | Revives one GY monster and summons itself, roughly even card economy with no draw or banish refuel stated in text (verified). |
| Effect & Interaction | 45 | Forces one face-up monster to face-down Defense, which is soft interaction rather than negation or removal (verified text, inferred strength). |
| Material Utility | 40 | Level 8 LIGHT Machine with 1200 ATK is usable material but awkward; no Tuner status is stated and no material evidence exists (inferred). |
| Resilience & Flexibility | 50 | Two separate Main Phase effects from hand and GY, each once per turn, give some redundancy across zones (verified text). |
| Deck-Building Efficiency | 70 | No garnet or self-lock; decks run 1 to 3 copies with a 2-copy average, so it is cheap to run (observed deck stats). |
Calculation
Weight profile: Utility default profile, no role blend applied. Intrinsic ≈ 49.8, Deck ≈ 51.1, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Two Main Phase effects from hand and GY give recursion plus a flip-down tempo effect
- Cheap to run: no garnet, flexible copy count, 2-copy average in Subterror
- Works on any face-up monster, so it is not tied to one archetype
Weaknesses
- Conditional on a face-up flip event during Main Phase, so it is dead in many hands
- 1200 ATK and 2400 DEF body has little standalone value
- Effects are once per turn each and only change position, not negate or remove
Counters / choke points
- Negating the triggering flip or the effect itself (inferred from structure; no counter data supplied)
- Opponent going second with flip-based interaction (inferred)
Best use
Utility: flip-down tempo and GY revive in Subterror shells. Decks: Subterror. Suggested copies: 2.
Evidence & gaps
- Verified: Effect text: Main Phase hand summon on a monster flip-up, plus a 1-monster flip-down to face-down Defense; Second effect: GY special summon in Defense Position with the same flip, each effect once per turn; Level 8, LIGHT Machine, 1200 ATK / 2400 DEF
- Observed: Appears in 9 recent decks, 7 of them Subterror (77.8%); Average 2 copies per deck (max 3); Sunset Beat co-occurs in 8 decks; No combo boards recorded
- Inferred: Flip-up trigger is conditional and limits accessibility; Level 8 LIGHT Machine is awkward but usable material; Negation of the trigger is the main counter route
- 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 (StatisticsCard), so archetype inclusion % is inferred from the 9-deck sample only no counter or interaction data supplied






