DARK
5Yajiro Invader
ATK:
2200
DEF:
0
View:
3549
If this card is Normal or Special Summoned to a zone that is not the center Main Monster Zone, destroy this card. Once per turn: You can move this card to an unused adjacent Main Monster Zone. Each time exactly 1 monster is Normal or Special Summoned, to your opponent's field: Move this card to the adjacent Main Monster Zone closer to that opponent's monster, then destroy all other cards in this card's column.
Yajiro Invader — Power Evaluation
Final Score: 55 ± 8 · Confidence: Medium
- Intrinsic: 57.9 · Deck: 53.5 · Meta: provisional
- Primary role: Board breaker · Secondary: Removal
Why it scores here
Yajiro Invader's power comes from its column-destruction reaction: each time the opponent Normal or Special Summons exactly one monster to their field, it moves to the adjacent zone and destroys every other card in its column, which is a board-breaking effect (verified from card text). Its 2200 ATK and Level 5 body earn nothing on their own, and the card's self-destruct rule for summons outside the center zone and its friendly-fire column wipe pull the score down. The 88-deck sample shows it is a real, one-copy tech across 31 archetypes, but that frequency only confirms accessibility and does not raise the score, and the absence of combo data keeps the confidence at Medium.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Only a Level 5 monster with no searcher text, so it must be drawn; 88 recent decks run it, mostly one copy, which shows it is reachable in practice (observed). |
| Combo & Conversion | 55 | The card converts one opponent summon into a column wipe, which is real board impact, but no combo boards record it as a starter or payoff, so the conversion is text-based (inferred). |
| Resource Economy | 45 | The column wipe can clear two or three opponent cards, but it also destroys the player's own cards in that column and gives no refuel or draw, so card advantage is roughly even at best (verified). |
| Effect & Interaction | 70 | It answers every opponent summon with a repeatable column wipe, which is a strong and hard-to-play-around response, though it is not a negation and only hits the column (verified). |
| Material Utility | 50 | A plain Level 5 DARK Reptile with no Tuner or special material role; it works as generic material even when its effect is negated (verified). |
| Resilience & Flexibility | 40 | It self-destructs if summoned to a non-center zone and can move only once per turn, so placement and repeated use are fragile (verified). |
| Deck-Building Efficiency | 60 | It is a single-copy main-deck card in most lists, with no garnet or lock restriction, so the slot cost is modest (observed). |
Calculation
Weight profile: Board breaker 0.7 + Removal 0.3 blend. Intrinsic ≈ 57.9, Deck ≈ 53.5, Meta = provisional. Modifiers: Self-locking placement restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Repeatable column-destruction reaction to each opponent summon (verified card text)
- Single-copy Level 5 body run in 88 recent decks across 31 archetypes (observed)
- Clean generic material with no garnet or lock cost (verified)
Weaknesses
- Self-destructs if summoned outside the center Main Monster Zone (verified card text)
- The column wipe also destroys the player's own cards in that column (verified card text)
- No combo evidence, so board conversion is unconfirmed (data gap)
Counters / choke points
- Effects that stop the opponent from Normal or Special Summoning, which prevent the trigger (inferred from trigger text)
- Opponent summons that avoid the column, or cards that move the column's other cards out of the way (inferred)
Best use
Board breaker that answers opponent summons with a column wipe. Decks: Exodia, Flamvell, Greed. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: destroys itself if summoned to a non-center zone; moves once per turn; column-destruction trigger on each opponent summon; Level 5, 2200 ATK, DARK Reptile Effect Monster; 88 recent decks, 85 at one copy, across 31 archetypes
- Observed: Top decks by inclusion are Exodia, Flamvell and Greed, with generic staples as top partners; Gameplay 4 accounts for 81.8% of decks
- Inferred: The column wipe is a real board breaker, although no combo board records it; The self-destruct placement rule makes the card fragile in practice
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies assumed no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only no rulings for column and zone interactions






