LIGHT
4Flint Lock
ATK:
1500
DEF:
800
View:
2762
Once per turn: You can target 1 "Flint" in the Spell & Trap Zone; equip it to this card. During your Main Phase: You can target 1 "Flint" equipped to this card, and 1 face-up monster on the field, except this card; equip that "Flint" to that targeted monster. This card can only be equipped with 1 "Flint". While equipped with "Flint", this card is unaffected by the effect of "Flint", and cannot be destroyed by battle.
Flint Lock — Power Evaluation
Final Score: 39 ± 10 · Confidence: Low
- Intrinsic: 39 · Deck: — · Meta: provisional
- Primary role: Utility · Secondary: Material body
Why it scores here
Flint Lock is a Level 4 LIGHT Machine whose text lets it take a Flint from the Spell & Trap Zone and move it onto a face-up monster once per Main Phase, and it cannot be destroyed by battle while equipped. That gives it a modest role as a Flint support body, but it needs a Flint already in the Spell & Trap Zone and no deck, combo or guide evidence confirms the line is run. Its 1500 ATK and Level 4 body earn almost nothing on their own; the score rests on the text and on generic material value, so the low confidence band is wide.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 30 | Needs a Flint already in the Spell & Trap Zone and no searcher or deck evidence is supplied (inferred). |
| Combo & Conversion | 30 | The equip-and-move text can attach a Flint to another monster, but no combo boards or examples show what that converts into (inferred). |
| Resource Economy | 30 | No draw, search or recursion is described in the text, so no card advantage is earned (verified). |
| Effect & Interaction | 30 | The effects only equip and move a Flint with no negation or removal of its own (verified). |
| Material Utility | 50 | A Level 4 LIGHT Machine is a usable generic material body, but no combo evidence confirms it is used as material (inferred). |
| Resilience & Flexibility | 50 | Cannot be destroyed by battle and is unaffected by Flint effects while equipped, which is verified text (verified). |
| Deck-Building Efficiency | 45 | No garnet or lock restriction is stated, but the card is dependent on Flint cards that are not in the evidence (inferred). |
Calculation
Weight profile: Utility default (no clear role); no secondary blend applied. Intrinsic ≈ 39, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; Deck = null)
Strengths
- Clean Level 4 LIGHT Machine body with a generic material profile
- Battle-destruction protection while equipped
- Repeatable once-per-turn equip and move line when a Flint is available
Weaknesses
- Requires a Flint already in the Spell & Trap Zone
- No searcher, deck or combo evidence supplied
- Effects give no card advantage or interaction of their own
Counters / choke points
- Removing or destroying the Flint in the Spell & Trap Zone shuts off the line (inferred)
Best use
Utility Flint support body; no archetype evidence supplied. Suggested copies: 1.
Evidence & gaps
- Verified: Level 4 LIGHT Machine effect monster, 1500 ATK / 800 DEF, in TCG, OCG, MasterDuel and DuelLinks; Once per turn: can target 1 Flint in the Spell & Trap Zone and equip it to this card; During your Main Phase: can move an equipped Flint to 1 face-up monster, except this card; Can only be equipped with 1 Flint; While equipped with a Flint, unaffected by its effect and cannot be destroyed by battle
- Inferred: Needs a Flint already in the Spell & Trap Zone to do anything, so accessibility is limited; Level 4 non-Tuner body is a usable generic material, though no combo confirms it; Utility role is the default because the text has no clear primary role
- Data gaps: no decks supplied: deck and synergy signals unavailable no combos supplied: combo conversion is text-only inference no guides supplied no archetype given and no Flint card text supplied, so the enabling Flint cards cannot be evaluated no banlist token: assumed 3 copies (unlimited) no usage statistics (StatisticsCard): archetype inclusion unknown






