Time Reloader
LIGHT 8

Time 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.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
51± 8/ 100
Power Score
Intrinsic 50
Deck 51

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











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