World Legacy Scars
Spell Field

World Legacy Scars

  • Archetype:
  • Mekk-Knight

  • View:
  • 3581




All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY.




 
 
AI Power Analysis
Boss / End-boardConfidence: Medium
54± 6/ 100
Power Score
Intrinsic 53
Deck 55

World Legacy Scars — Power Evaluation

Final Score: 54 ± 6 · Confidence: Medium

  • Intrinsic: 53 · Deck: 55 · Meta: provisional
  • Primary role: Boss / End-board · Secondary: Recovery/Recursion, Floodgate/Control

Why it scores here

World Legacy Scars is a Field Spell, so its ATK/DEF is irrelevant. Its value comes from two text effects: a once-per-turn discard-1 draw-1 loop that keeps the hand filtered, and a late-game effect that sends the opponent's entire hand and Extra Deck to the GY once 8 differently named Mekk-Knights are banished from the GY and/or field. The +300 ATK/DEF aura is a board buff for the archetype, not a power driver on its own. The score stays moderate because the finishing effect is conditional on the 8-name requirement, and no combo data confirms how often that threshold is reached.

Axis scores

Axis Score Evidence
Accessibility 60 Present in 185 sampled decks at 1.4 average copies, mostly as a single copy, with the Mekk-Knight core partners in about 98% of those decks; no combo data confirms how often it is live in the opening hand (observed).
Combo & Conversion 55 The +300 ATK/DEF aura and the draw loop support the Mekk-Knight board, but combos_evidence has zero appearances, so conversion rests on text only (inferred).
Resource Economy 60 The discard-1 draw-1 loop is card-neutral filtering, and the 8-banish effect delivers large hand and Extra Deck advantage when it resolves (verified from card text).
Effect & Interaction 65 Sending the opponent's full hand and Extra Deck to the GY is strong disruption, but it requires 8 differently named Mekk-Knights, which limits when it is live (verified from card text, timing inferred).
Material Utility 10 A Field Spell cannot be used as Extra Deck material or a Level/Attribute body, so this axis is near zero (verified from card type).
Resilience & Flexibility 45 Resistant to monster-based removal, but exposed to Field Spell destruction and dependent on the Mekk-Knight board staying alive for its aura and 8-name threshold (inferred).
Deck-Building Efficiency 75 A single copy in most decks, no garnet or lock restriction, and a cheap slot cost for a 1-copy-to-3-copy card (observed from copies_per_deck).

Calculation

Weight profile: 0.7 Boss/End-board + 0.3 Recovery/Recursion. Intrinsic ≈ 53, Deck ≈ 55, Meta = provisional. Modifiers: Archetype-locked restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Strong end-game hand and Extra Deck disruption once 8 differently named Mekk-Knights are available
  • Once-per-turn draw-1 loop keeps the hand filtered without costing card advantage
  • Low deckbuilding cost: single copy in most decks, no garnet restriction
  • Core partner of the Mekk-Knight ecosystem (about 98% co-occurrence with the archetype's core cards)

Weaknesses

  • Zero Field Spell material value; no ATK/DEF or Level body to contribute
  • The hand and Extra Deck wipe needs 8 differently named Mekk-Knights in GY and/or on field
  • Only Mekk-Knight-locked; the text does not support use outside the archetype
  • Field Spell removal shuts off the aura and draw loop at once

Counters / choke points

  • Field Spell destruction or replacement (general category; no specific card named in the evidence)
  • Opponents who keep their GY thin, limiting the 8-name threshold (inferred)

Best use

Late-game finisher and hand filter in Mekk-Knight-based decks. Decks: Mekk-Knights, World Legacy, Fiendsmith. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: continuous +300 ATK/DEF aura for Mekk-Knights; Card text: once-per-turn discard 1 Mekk-Knight or World Legacy card, draw 1; Card text: banish 8 differently named Mekk-Knights from GY and/or field to send the opponent's entire hand and Extra Deck to the GY; Card type: Field Spell, so it cannot be Extra Deck material; Decks: 185 sampled decks run it, average 1.4 copies, co-occurring with the Mekk-Knight core in about 98% of decks
  • Observed: Gameplay type 7 accounts for 65.4% of decks running it; Copy distribution: 143 decks at 1 copy, 10 at 2, 32 at 3
  • Inferred: Hand and Extra Deck wipe timing is conditional on the 8-name threshold, which is hard to reach early; Field Spell removal would shut off both the aura and the draw loop; Intrinsic power is limited because the strongest effect is conditional and the evidence lacks combo data
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no combo evidence on how often the 8-name banish threshold is reached in practice no rulings supplied for the once-per-turn draw loop or the 8-name banish timing











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