Ego Boost
Spell Quick

Ego Boost

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When a monster declares an attack: Target 1 face-up monster on the field; it gains 1000 ATK until the end of the Battle Phase.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
48± 6/ 100
Power Score
Intrinsic 48
Deck 49

Ego Boost — Power Evaluation

Final Score: 48 ± 6 · Confidence: Medium

  • Intrinsic: 48 · Deck: 49 · Meta: provisional
  • Primary role: Utility · Secondary: Board breaker

Why it scores here

Ego Boost is a one-card, one-shot battle trick: when a monster attacks it adds 1000 ATK to a face-up monster until the end of the Battle Phase. It converts a live hand card into a won battle or a saved monster, but it does not build a board, search, negate, or leave a body, so combo conversion and material value stay low. It is cheap and generic (13 archetypes, mostly single copies), which lifts deckbuilding efficiency, but it is card-neutral at best and can be answered by any response. High-looking popularity signals (view count, Top-Card context) earned no points.

Axis scores

Axis Score Evidence
Accessibility 55 Quick-Play hand card that is live whenever the opponent or you declare an attack, but it needs a face-up monster and an attack to matter (verified text; 15 decks, mostly 1 copy, inferred live-in-hand).
Combo & Conversion 25 No recorded boards and no combo steps; it only adds ATK in battle, so conversion is text-only inference (inferred).
Resource Economy 30 Spends a card for a 1000 ATK boost with no draw, search, or recursion, so it is card-neutral at best (verified text).
Effect & Interaction 40 Can win or preserve a battle against a single attacker or defender, but does not negate, destroy, or stop effects (verified text).
Material Utility 5 A Spell with no body, so it is never material and cannot be a Link or Synchro input (verified text).
Resilience & Flexibility 35 Single-use and answerable by any negate or response in the Battle Step; it works in one zone and one moment (inferred from text).
Deck-Building Efficiency 75 Single-copy, neutral, cheap to run and splashable across 13 archetypes with no garnet or lock cost (observed in 15 decks, mostly 1 copy).

Calculation

Weight profile: 0.7 Utility + 0.3 Board breaker (Board breaker used for the battle-trick timing and effect weight). Intrinsic ≈ 48, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap, generic one-copy battle trick with no deck cost
  • Live in hand whenever a monster attacks
  • Broad portability across 13 archetypes in the sample

Weaknesses

  • No board, search, or card advantage
  • Only matters in battle and needs a face-up target
  • Answerable by any negate or response in the Battle Step

Counters / choke points

  • Negate or response cards that stop a Spell in the Battle Step
  • Monster removal or bounce before the attack resolves

Best use

Utility: a single-copy battle trick in a deck that already attacks with monsters. Decks: Red-Eyes, Ancient Gears, Dragunity, Cyber Dragon, Blue-Eyes. Suggested copies: 1.

Evidence & gaps

  • Verified: Quick-Play Spell text: when a monster declares an attack, target 1 face-up monster, it gains 1000 ATK until end of Battle Phase; Legal in TCG, OCG, MasterDuel, DuelLinks; Copies per deck avg 1.13, max 3 (14 of 15 decks run 1)
  • Observed: Present in 15 sampled decks across 13 archetypes and 2 gameplay types; Top partners are staples (Monster Reborn 66.7%, Swords of Revealing Light 60%)
  • Inferred: Role is a battle trick (Utility with Board breaker secondary) rather than a starter or searcher; Accessibility is a live hand card whenever an attack is declared
  • 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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