Gate Guardian of Wind and Water
WIND 9

Gate Guardian of Wind and Water

  • Archetype:
  • Gate Guardian

  • ATK:
  • 2450

  • DEF:
  • 2300

  • View:
  • 3614




"Kazejin" + "Suijin" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. Once per Chain, when your opponent activates a Spell/Trap Card or effect on the field (Quick Effect): You can negate that effect. You can only use this effect of "Gate Guardian of Wind and Water" twice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Kazejin" or "Suijin".




 
 
AI Power Analysis
Negation/InteractionConfidence: MediumEvaluated Oct 9, 2026
45± 8/ 100
Power Score
Intrinsic 48
Deck 50

Gate Guardian of Wind and Water — Power Evaluation

Final Score: 45 ± 8 · Confidence: Medium

  • Intrinsic: 47.7 · Deck: 49.6 · Meta: provisional
  • Primary role: Negation/Interaction · Secondary: Recovery/Recursion, Boss/End-board

Why it scores here

The card's power is a once-per-chain quick negate of Spell/Trap activations and effects on the field, limited to two uses per turn, plus a revive of banished Kazejin or Suijin if it is removed by an opponent's card. It is not summonable without banishing Kazejin and Suijin from your control, so its live rate depends on two other cards being present. The 2450 ATK and the 100% deck inclusion mostly reflect that it is the archetype's core and not intrinsic strength, so they earn no points. The guide evidence describes the deck as brick-heavy, which costs deckbuilding points and a modifier.

Axis scores

Axis Score Evidence
Accessibility 40 Extra Deck summon requires banishing Kazejin and Suijin, which co-occur in 99.5% of 400 decks, but no combo or searcher evidence confirms how reliably they are live (observed + verified).
Combo & Conversion 35 Text shows a negate and a revive, not board building, and there are zero combo appearances to confirm a conversion path (inferred).
Resource Economy 40 The revive of a banished Kazejin or Suijin returns one card and gives no net advantage, and no GY-refuel or search is in the text (verified).
Effect & Interaction 60 Quick-effect negate of Spell/Trap activations or effects on the field, once per chain and twice per turn; it cannot negate monster effects (verified).
Material Utility 25 Fusion-frame body with no material role evidence and no text granting material value, so its material use is unconfirmed (inferred).
Resilience & Flexibility 55 Two uses per turn and a revive on leaving the field to an opponent's card give some recovery, but it only works while face-up on the field (verified + inferred).
Deck-Building Efficiency 30 The guide calls the deck brick-heavy and advises against investing, and the summon needs two specific main-deck cards (observed from guide + verified from text).

Calculation

Weight profile: 0.7 Negation/Interaction + 0.3 Recovery/Recursion. Intrinsic ≈ 47.7, Deck ≈ 49.6, Meta = provisional. Modifiers: garnet/brick (-4). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Quick, once-per-chain negate of Spell/Trap activations and field effects, which is hard to play around when held as a live effect
  • Revives a banished Kazejin or Suijin when removed by an opponent's card, giving a small recovery
  • Core of the Gate Guardian engine, present in 400 of 400 sampled decks

Weaknesses

  • Cannot negate monster effects; only Spell/Trap activations and field effects
  • Needs two specific main-deck cards banished before it can be summoned
  • Only works while face-up on the field, so it is vulnerable to removal and not a hand trap
  • Guide evidence describes the deck as brick-heavy and hard to invest in

Counters / choke points

  • Monster-effect negates and board wipes that remove the face-up card before it can respond
  • Targeting the Kazejin or Suijin materials before the summon

Best use

Negation/Interaction engine piece in Gate Guardian builds. Decks: Gate Guardian. Suggested copies: 2.

Evidence & gaps

  • Verified: Summon requires banishing Kazejin and Suijin you control; Quick-effect negate of a Spell/Trap activation or field effect, once per chain, twice per turn; Revive of a banished Kazejin or Suijin when removed by an opponent's card
  • Observed: Present in 400 of 400 sampled decks, 99.5% with Kazejin and Suijin; Usage statistics show 80% inclusion in gameplay 7 with typical 2 copies; Guide 825 describes the deck as brick-heavy
  • Inferred: The summon-material dependency limits accessibility despite high deck inclusion; Negation scope limits interaction to Spell/Trap cards, reducing its value against monster-based lines
  • Data gaps: no combos supplied, so combo conversion is text-only inference no material role or starter role evidence to confirm material or starter roles no banlist token, assumed 3 copies (unlimited) decks running it in the Main Deck is 400 for an Extra Deck monster, so the main/extra attribution in the deck source is unclear no rulings or top-card ranking available











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