Worm Millidith
LIGHT 4

Worm Millidith

  • Archetype:
  • Worm

  • ATK:
  • 400

  • DEF:
  • 1600

  • View:
  • 2755




FLIP: You can equip this card to a monster your opponent controls as an Equip Card. Inflict 400 damage to the controller of the equipped monster during each Standby Phase.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 7, 2026
35± 10/ 100
Power Score
Intrinsic 36
Deck 35

Worm Millidith — Power Evaluation

Final Score: 35 ± 10 · Confidence: Medium

  • Intrinsic: 36 · Deck: 35 · Meta: provisional
  • Primary role: Utility · Secondary: Material body

Why it scores here

Millidith is a Level 4 LIGHT Reptile body whose only real effect is a FLIP that equips to an opponent's monster and deals 400 damage each Standby Phase. That is a slow, fragile, one-card damage clock with no search, no card advantage and no combo evidence, so it converts little into winning value. Its 400 ATK and 1600 DEF earn no points; the score comes from the Level 4 material body and the cheap, unrestricted slot cost. The evidence is one 2022 Red-Eyes deck at 2 copies and no combos, so the score is provisional.

Axis scores

Axis Score Evidence
Accessibility 25 No search or summon route is in the text; it appears only as a main-deck body in one Red-Eyes deck at 2 copies (observed, thin).
Combo & Conversion 20 The equip-and-damage line is text-only and no recorded board contains it, so conversion is weak (inferred).
Resource Economy 15 No draw, search, banish or card-advantage clause exists in the text, so economy is roughly neutral to negative (verified).
Effect & Interaction 25 Equipping an opponent's monster and dealing 400 per Standby is slow, removable and needs a Flip, so interaction is soft at best (verified, inferred).
Material Utility 40 A Level 4 LIGHT Reptile is a usable generic material and keeps that value when its effect is negated, but no combo shows it being used as material (verified, inferred).
Resilience & Flexibility 30 It is a face-up Flip body bound to an opponent's monster, so one removal or a bounce strands the effect, though the 1600 DEF body is sturdy (inferred).
Deck-Building Efficiency 60 No garnet, lock or restriction is in the text and it can be run as a single-slot body with 2 copies observed (verified, observed).

Calculation

Weight profile: Utility default weights, no secondary blend. Intrinsic ≈ 36, Deck ≈ 35, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Generic Level 4 LIGHT Reptile body usable as material
  • No restriction or garnet cost to run
  • Its effect still leaves a body on the field when negated

Weaknesses

  • The equip effect is slow: 400 damage per Standby Phase
  • Equip-bound, so one removal or bounce ends the effect
  • No search, draw or recursion route in the text
  • Only one observed deck and no combo evidence

Counters / choke points

  • Any removal or bounce on the equipped monster
  • Destroying or banishing the equipped opponent monster

Best use

Level 4 material body; occasional opponent-side damage clock via Flip. Decks: Red-Eyes (observed in 1 deck). Suggested copies: 2.

Evidence & gaps

  • Verified: Flip effect: equip to an opponent's monster and deal 400 damage each Standby Phase; Level 4, LIGHT, Reptile, 400 ATK / 1600 DEF, no link or scale; Legal in TCG, OCG, MasterDuel and DuelLinks
  • Observed: Present in 1 deck (Red-Eyes), 2 copies, main deck only; Top partners are Red-Eyes cards, all in the same single deck
  • Inferred: Accessibility is low because no searcher or summon route exists in the text; Conversion is weak because the equip-and-damage line never appears in a recorded board; Material value holds when the effect is negated, because the body keeps its Level and Race
  • 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











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