Spell
NormalD - Spirit
Archetype:
Destiny HERO
View:
3951
Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand. You must not control any face-up "Destiny HERO" monsters to activate and to resolve this effect.
D - Spirit — Power Evaluation
Final Score: 48 ± 8 · Confidence: Medium
- Intrinsic: 47.4 · Deck: 52.7 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Extender
Why it scores here
D - Spirit converts a Spell in hand into one Level 4 or lower Destiny HERO monster from hand, so its value is a single body on the field rather than card advantage or interaction. Its activation restriction (you must not control a face-up Destiny HERO monster) is a real cost in a deck built around Destiny HERO, and it lowers the score. The 26 supplied decks confirm it is a consistent Destiny HERO support card, but high deck inclusion is not treated as strength. No combo evidence was supplied, so combo conversion rests on the card text alone.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Spell that is live from hand in 26 of 26 sampled decks at about 1.3 copies each, but it needs a Destiny HERO monster in hand and a clear board (text and deck count; observed). |
| Combo & Conversion | 45 | Summons one Level 4 or lower Destiny HERO from hand, which is one extra body; no combo boards were supplied to confirm the follow-up (text; inferred). |
| Resource Economy | 45 | Trades one card for one summoned monster with no draw, search or GY recovery, so it is roughly card-neutral (text; inferred). |
| Effect & Interaction | 5 | No negation, removal or hand-trap effect on the card (text; verified). |
| Material Utility | 20 | The Spell itself cannot be material; the monster it summons is the material-relevant body, so this axis only reflects that indirect value (text; inferred). |
| Resilience & Flexibility | 35 | A Spell that can be negated, and its activation is blocked whenever a face-up Destiny HERO is on the field, which limits its usable spots (text; inferred). |
| Deck-Building Efficiency | 60 | Low copy counts (mostly 1 per deck) and no banlist token, but the Destiny HERO board restriction is a mild, archetype-specific cost (decks and text; observed and inferred). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Extender. Intrinsic ≈ 47.4, Deck ≈ 52.7, Meta = provisional. Modifiers: Activation restriction (no face-up Destiny HERO) (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Summons a Level 4 or lower Destiny HERO from hand, converting a hand card into a body
- Consistent support in the sampled Destiny HERO decks (26 of 26, about 1.3 copies each)
- Low slot cost; one copy is usually enough
Weaknesses
- Activation restriction on face-up Destiny HERO monsters
- No interaction or card advantage
- Roughly card-neutral; requires a Destiny HERO monster in hand
Best use
Hand-to-field Special Summon starter for Destiny HERO. Decks: Destiny HERO builds (observed partners: Destiny HERO - Dangerous, Destiny Draw, D - Counter). Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Special Summon 1 Level 4 or lower Destiny HERO monster from hand, with the no-face-up-Destiny-HERO activation restriction; Card has no interaction effect in its text
- Observed: Present in 26 of 26 sampled decks, averaging 1.31 copies; Top partners appear in 84.6% to 96.2% of decks
- Inferred: Starter/Combo enabler role from the hand-to-field summon text; Roughly card-neutral resource economy; Mild self-restriction on Destiny HERO boards
- 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 counter or matchup evidence supplied






