A Wild Monster Appears!
Spell Normal

A Wild Monster Appears!

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If your opponent controls a monster and you control no monsters: Special Summon from your hand, 1 monster with an original Level of 10 or lower that cannot be Normal Summoned/Set, ignoring its Summoning conditions. It is unaffected by the effects of your cards, except for its own effects and this card's, also shuffle it into the Deck during your opponent's next End Phase. For the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters, and your opponent takes no damage.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 8, 2026
49± 8/ 100
Power Score
Intrinsic 49
Deck 49

A Wild Monster Appears! — Power Evaluation

Final Score: 49 ± 8 · Confidence: Medium

  • Intrinsic: 49 · Deck: 49 · Meta: provisional
  • Primary role: Starter / Combo enabler

Why it scores here

A Wild Monster Appears! is a conditional hand-to-field Special Summon: it needs the opponent to control a monster and you to control none, and it puts one hand monster of original Level 10 or lower onto the field. It converts that into a single body with a turn lock on your own summons and a damage-prevention clause, so its value is one conditional body rather than card advantage or interaction. Its high-count deck presence (18 decks, 12 archetypes) earns the deckbuilding and accessibility points, but the score stays near the middle because there is no combo evidence and the board condition is restrictive.

Axis scores

Axis Score Evidence
Accessibility 50 Hand-only with a board-state condition (opponent monster, none of yours), and 18 recent decks across 12 archetypes confirm it is live, but no starter or searched-route data exists (inferred from text plus deck spread).
Combo & Conversion 35 Turns a Level 10-or-lower hand monster into one field body and nothing more; no combo boards recorded, so the conversion is text-only inference.
Resource Economy 30 A one-for-one Spell that returns a body from hand with no graveyard refuel or card advantage (verified from text).
Effect & Interaction 20 No negation or removal; it only denies damage to the opponent and locks summons for the turn (verified from text).
Material Utility 40 The summoned monster is the material, not this card; the card itself is not a material body (verified from text, combo evidence absent).
Resilience & Flexibility 35 Condition-bound and single-use; the summoned monster shuffles back at the opponent's End Phase, and no multi-turn or multi-zone presence is shown (inferred from text).
Deck-Building Efficiency 80 Mostly one copy per deck (14 of 18 decks), no garnet or lock on the rest of your board beyond the turn summon lock, so it is cheap to run (observed from deck copies and text).

Calculation

Weight profile: Starter / Combo enabler primary; no secondary role applied. Intrinsic ≈ 49, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap single-copy inclusion across 12 archetypes (observed)
  • Puts a hand monster onto the field, including ones that cannot be Normal Summoned (verified from text)
  • Denies damage and locks your own summons for the turn, which can stop a chain of summons (verified from text)

Weaknesses

  • Requires the opponent to control a monster while you control none, which limits when it can be played (verified from text)
  • No negation or removal, so it does not protect itself or the board (verified from text)
  • No combo evidence recorded, so conversion power is unproven (observed gap)

Counters / choke points

  • Opponent controls no monster, or the opponent can clear or control their own board before it is played (inferred from text)

Best use

Starter / Combo enabler: a conditional hand-to-field body in decks that already run hand monsters at Level 10 or lower. Decks: Bamboo Sword, Stardust, Synchro Event, Junk, Elementsaber, Volcanic. Suggested copies: 1.

Evidence & gaps

  • Verified: Special Summon from hand of a monster with original Level 10 or lower that cannot be Normal Summoned or Set; Board condition: opponent controls a monster and you control none; Turn lock on your own Normal and Special Summons, and opponent takes no damage this turn; Summoned monster shuffles into the Deck at opponent's next End Phase
  • Observed: 18 recent decks, 12 distinct archetypes, 1.39 average copies per deck; 14 of 18 decks run a single copy; Top partners appear in 33 to 56 percent of the sample decks
  • Inferred: Accessibility is conditional on the board state, not a guaranteed opening-hand play; Deckbuilding is cheap because the card is single-copy and garnet-free
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) available, so archetype inclusion is inferred from the deck sample only no banlist token; assumed 3 copies (unlimited)











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