Calming Magic
Spell Normal

Calming Magic

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This card can only be activated at the start of Main Phase 1. During the Main Phases and Battle Phase of this turn, neither player can Summon monsters.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Oct 8, 2026
41± 8/ 100
Power Score
Intrinsic 44
Deck 39

Calming Magic — Power Evaluation

Final Score: 41 ± 8 · Confidence: Medium

  • Intrinsic: 44 · Deck: 39 · Meta: provisional
  • Primary role: Floodgate/Control

Why it scores here

Calming Magic is a single-copy Spell that shuts down Summoning for both players for one turn, but only when it is activated at the start of Main Phase 1. It converts into a turn-long summon lock rather than a board, card advantage or a material body, so its score comes from the Floodgate profile: the Effect axis carries the most weight, with accessibility and deck cost as the secondary drivers. The sample shows it in 3 of 4 Runick (Mysterune) decks, which confirms it is a practical deck choice, but that inclusion does not raise the score on its own. The high deck-cost and redundancy scores are real, but they are not enough to lift a symmetrical, timing-restricted lock above the low 40s.

Axis scores

Axis Score Evidence
Accessibility 45 Live in hand with a single activation window at the start of Main Phase 1 and no searcher or combo evidence to improve access (observed: 4 decks, 3 Runick, avg 1.25 copies; inferred for the timing limit).
Combo & Conversion 15 No combo boards are recorded and the card builds no board of its own, so conversion is text-only inference (inferred).
Resource Economy 15 A pure Spell with no draw, search, banish or recursion in its text, so it is a one-card spend for a turn-long effect (verified).
Effect & Interaction 45 Stops Summons for both players during the current turn, which is strong against summon-heavy lines but symmetrical and timing-bound (verified text; the strength of the effect is inferred).
Material Utility 0 A Spell card cannot be used as material, so it contributes nothing to this axis (verified card type).
Resilience & Flexibility 30 Usable only at one timing window and offers no recovery or multi-zone presence, so it can be stopped by a single response (inferred).
Deck-Building Efficiency 70 A single-copy Spell with no garnet or lock on the rest of the deck; the observed 1–2 copy distribution means redundancy is not required (observed: copies_per_deck distribution).

Calculation

Weight profile: Floodgate / Control profile (single primary role, no secondary blend). Intrinsic ≈ 44, Deck ≈ 39, Meta = provisional. Modifiers: self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Turn-long Summon lock that hits both players during Main Phase 1 and the battle phase
  • Single-copy Spell that is cheap to run and needs no garnet or support cards
  • Observed in a consistent Runick (Mysterune) shell (3 of 4 decks), so the role is real and practical

Weaknesses

  • Only activatable at the start of Main Phase 1, which makes it a narrow timing window
  • Symmetrical: it also blocks the controller's own Summons on the turn it is used
  • No combo evidence, so it has no observed board-building or starter role
  • Gives no card advantage and no material value

Counters / choke points

  • Generic spell-negation responses to the activation (inferred; no specific negate appears in the evidence)
  • Opponent plays that do not depend on Summoning on the locked turn (inferred from the Summon-only restriction)

Best use

Floodgate/Control: a one-turn Summon lock played at the start of Main Phase 1. Decks: Runick (Mysterune). Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: activatable only at the start of Main Phase 1; neither player can Summon monsters during that turn's Main Phases and Battle Phase; Card type is Spell, so it cannot be used as material; Listed in 4 decks with 3 in the Runick (Mysterune) archetype (2 distinct archetypes)
  • Observed: Average 1.25 copies per deck, with 3 of 4 decks running one copy; Runick partner cards co-occur in 3 of 4 decks (75%)
  • Inferred: The Summon lock is a situational floodgate and does not play out as a board-building effect; Its timing window and symmetrical restriction limit reliability; Counters are generic spell negation and non-Summon lines, not named cards
  • 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 no rulings supplied — timing and interaction edge cases are unverified











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