Union Scramble
Trap Normal

Union Scramble

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Target up to 3 of your banished LIGHT Machine-Type Normal Monsters and/or LIGHT Machine-Type Union monsters; Special Summon them. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished LIGHT Machine-Type Normal Monsters or LIGHT Machine-Type Union monsters; return it to the hand. You can only activate 1 "Union Scramble" per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Jan 1, 2026
55± 6/ 100
Power Score
Intrinsic 50
Deck 58

Union Scramble — Power Evaluation

Final Score: 55 ± 6 · Confidence: Medium

  • Intrinsic: 49.9 · Deck: 57.6 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Extender, Material body

Why it scores here

Union Scramble turns an already-built banish zone into a burst of LIGHT Machine bodies, but it never initiates a play: combo evidence records it as a starter in 0% of its appearances, so it is a recovery/recursion tool rather than an engine piece. Its payoff (up to three free Special Summons plus a Graveyard recursion loop) is genuinely strong card economy, yet it is dead without Union monsters that were already banished and is unsearchable in the provided evidence. It earns its mid-50s score from real, observed ABC synergy and refuel value, not from any stat line - it is a 0 ATK/0 DEF Normal Trap with no relevant combat value. The high boards it appears in (avg power index 89.8) reflect the ABC shell, not this card alone.

Axis scores

Axis Score Evidence
Accessibility 40 Requires the card to be drawn and set plus LIGHT Machine Normal/Union monsters already banished, and combo evidence shows starter role 0% and searched-for role 0% (verified/observed).
Combo & Conversion 45 Revives up to 3 banished LIGHT Machine Normal/Union monsters, but it is never a starter or payoff piece in the recorded combos, so it only extends an existing line (observed).
Resource Economy 65 Up to three Special Summons from the banish zone is a large swing, and the Graveyard effect recycles a banished monster to hand for repeat value (verified).
Effect & Interaction 25 Provides no negation or removal against the opponent; it is an on-your-board recursion effect rather than disruption (verified).
Material Utility 40 The revived LIGHT Machine Normal/Union bodies are clean material for ABC-Dragon Buster or LIGHT Machine Xyz, though the Trap itself contributes no body (inferred).
Resilience & Flexibility 55 Works from the field on either player's turn and again from the Graveyard, giving multi-zone, multi-turn rebuild potential after board wipes (verified/inferred).
Deck-Building Efficiency 50 Effectively locked to LIGHT Machine Union homes (Union Hangar co-decks 98.4%) and usually run at 1-2 copies, so it costs slots without being a generic splash (observed).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Extender. Intrinsic ≈ 49.9, Deck ≈ 57.6, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Revives up to three banished LIGHT Machine Normal/Union monsters in one activation, a large swing from a single Trap
  • Second effect recurs a banished monster to hand during either player's turn, giving durability and refuel
  • Natural fit with ABC/Union Hangar shells, where the correct monsters are banished by normal play
  • Appears in 6 of 6 recorded ABC combos with an average board power index of 89.8, confirming practical end-board presence

Weaknesses

  • Never initiates a play: starter role 0% and searched-for role 0% in combo evidence
  • Completely dead without LIGHT Machine Normal/Union monsters already in the banish zone
  • No disruption, negation, or removal against the opponent
  • Effectively locked to LIGHT Machine Union decks, limiting portability despite 19 distinct archetypes in coarse deck data

Counters / choke points

  • Cosmic Cyclone / Twin Twisters to destroy the set Trap before it resolves
  • Solemn Strike / Solemn Judgment to negate the Special Summons
  • Called by the Grave to stop the Graveyard recursion effect
  • Macro Cosmos / Dimensional Fissure style Graveyard lockdown, which shuts off the Graveyard effect (main effect still functions from banished)

Best use

Recovery/Recursion - banish-zone revival and refuel for LIGHT Machine Union lines. Decks: ABC (XYZ Union), Therions (LIGHT Machine builds). Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: target up to 3 banished LIGHT Machine Normal Monsters and/or LIGHT Machine Union monsters and Special Summon them; Card text: Graveyard effect banishes this card to return 1 banished LIGHT Machine Normal/Union monster to hand, usable on either player's turn except the turn it was sent to the Graveyard; Card text: only 1 'Union Scramble' activation per turn; Legal in TCG, OCG, MasterDuel and DuelLinks; data gaps note no banlist token, 3 copies assumed; usage statistics: 100% inclusion in ABC with typical 2 copies
  • Observed: 127 recent decks run it, all in the main deck, averaging 1.54 copies; Union Hangar co-occurs in 98.4% of those decks, and A/B/C pieces in ~87%; Appears in 6 of 6 recorded combos with average detected combo power index 89.8; Combos show starter role 0%, searched-for role 0%, material role 0%, payoff role 0%, end-board appearances 0%; Average starter count when present is 0.83, indicating it rides low-starter ABC lines
  • Inferred: Primary home is ABC / LIGHT Machine Union decks; the card is not generic; It functions as a recovery/extender piece, not an engine starter, based on the zero starter/search rates; Revived bodies convert into ABC-Dragon Buster or LIGHT Machine Xyz material even when the Trap itself provides no body
  • Data gaps: no banlist token - assumed 3 copies (unlimited) combo role breakdown fields are empty for all 6 appearances, so starter/material/payoff rates rest on zero counts only 1 guide mentions the card, and its featuring section snippet is blank no dated metagame sample, so meta power is null/provisional











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