Galaxy War Drake
LIGHT 4

Galaxy War Drake

  • Archetype:
  • Galaxy

  • ATK:
  • 1500

  • DEF:
  • 1000

  • View:
  • 2855




If a Level 4 LIGHT monster(s) is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand or GY, but banish it when it leaves the field. You can target 1 other Level 4 LIGHT monster you control; the Levels of both that monster and this card become 8 until the end of this turn. You can only use each effect of "Galaxy War Drake" once per turn, also you cannot Special Summon the turn you activate either of this card's effects, except LIGHT monsters.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Oct 9, 2026
53± 6/ 100
Power Score
Intrinsic 52
Deck 54

Galaxy War Drake — Power Evaluation

Final Score: 53 ± 6 · Confidence: Medium

  • Intrinsic: 52 · Deck: 54 · Meta: provisional
  • Primary role: Extender · Secondary: Material body

Why it scores here

Galaxy War Drake is a conditional revival body. It comes back from hand or GY when a Level 4 LIGHT monster is Special Summoned, and its second effect converts a partner and itself to Level 8. Its real value is the Galaxy Photon shell, where it sits in 98% of decks alongside Galaxy Photon Dragon and Galaxy-Eyes Photon Dragon, but the card brings no interaction, no card advantage, and no recorded combo lines. Its 1500 ATK and 1000 DEF earn nothing here; the score comes from access, Level manipulation, and cheap one-copy deck fit.

Axis scores

Axis Score Evidence
Accessibility 60 Revives from hand or GY on a Level 4 LIGHT Special Summon, and 98% of the 400 sampled decks run it in the same gameplay type; the trigger is still a condition, not a guaranteed draw (verified text, observed deck stat).
Combo & Conversion 45 Level 8 on a partner and itself is a clear text-level enabler, but combo data has zero boards, so the conversion into a full board is unmeasured (inferred).
Resource Economy 40 It is a free body from hand or GY with a banish-on-leave cost and no draw, search, or refuel of its own; the net card advantage is roughly even at best (inferred from text).
Effect & Interaction 5 Neither effect negates, removes, or disrupts an opponent action, so it adds essentially no interaction (verified text).
Material Utility 55 A Level 4 LIGHT Dragon whose second effect can make it Level 8 as material; the Level change is inferred to be useful, though the banish clause means it leaves the field (verified text, inferred use).
Resilience & Flexibility 50 Two once-per-turn-per-effect activations and a hand or GY trigger give some multi-zone reach, but a single negate on the trigger or the partner shuts the line down (verified text, inferred).
Deck-Building Efficiency 55 Typically one copy and no garnets, but the non-LIGHT Special Summon lock on activation and the LIGHT Level 4 dependence restrict the deck to a LIGHT shell (verified text, observed copies 1.06 avg).

Calculation

Weight profile: 0.7 Extender + 0.3 Material body (blend). Intrinsic ≈ 52, Deck ≈ 54, Meta = provisional. Modifiers: self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Revives from hand or GY on a Level 4 LIGHT Special Summon, so it is rarely dead in the Galaxy Photon shell
  • Level 8 conversion on a partner and itself supports Level-dependent lines
  • Near-universal 1-copy deck fit (98% of the sample) with cheap, non-garnet cost

Weaknesses

  • No effect interaction: no negate, no removal, no hand trap reach
  • Banishes itself whenever it leaves the field, so it cannot be recycled
  • Summon restriction and once-per-turn limits make timing fiddly

Counters / choke points

  • Negate of the Level 4 LIGHT Special Summon that triggers its revival
  • Negate or removal of the partner Level 4 LIGHT monster before the Level change resolves
  • Summon restrictions that stop Special Summons from hand or GY

Best use

Level 4 LIGHT revival body and Level 8 enabler inside a LIGHT Galaxy shell. Decks: Galaxy Photon, Tachyon. Suggested copies: 1.

Evidence & gaps

  • Verified: Revives from hand or GY on a Level 4 LIGHT Special Summon (card text); Level 8 on a partner and itself via the second effect (card text); Once per turn per effect and the non-LIGHT Special Summon lock (card text); Galaxy Photon 71.2% and Tachyon 15.8% of the 400 sampled decks (deck stat); Usage statistics show 100% inclusion in Cipher and 55.6% in Galaxy Photon at 1 copy (usage stat)
  • Observed: 98.2% of decks run it in gameplay type 7 (deck stat); Top partners co-occur in roughly 92–96% of decks (deck stat); Average 1.06 copies per deck (deck stat)
  • Inferred: Level 8 conversion adds real material value in the shell (no combo data); Net card advantage is roughly even (no draw or refuel); Trigger is a condition rather than guaranteed access
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited)











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