Genro Ryu-Ge Hakva
WIND 10

Genro Ryu-Ge Hakva

  • Archetype:
  • Ryu-Ge

  • ATK:
  • 3000

  • DEF:
  • 1500

  • View:
  • 2835




You can banish this card from your hand; add 1 "Ryu-Ge Realm - Wyrm Winds" from your Deck to your hand. If a monster is banished face-up, this card is already banished, and there are now at least 2 other banished monsters that are not "Genro Ryu-Ge Hakva" (except during the Damage Step): You can Special Summon this banished card. You can place 1 "Ryu-Ge Realm - Wyrm Winds" you control on the bottom of the Deck; add 1 "Ryu-Ge" card from your Deck, GY, or banishment to your hand, except "Genro Ryu-Ge Hakva". You can only use each effect of "Genro Ryu-Ge Hakva" once per turn.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 9, 2026
55± 7/ 100
Power Score
Intrinsic 56
Deck 60

Genro Ryu-Ge Hakva — Power Evaluation

Final Score: 55 ± 7 · Confidence: Medium

  • Intrinsic: 56 · Deck: 60 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Searcher/Tutor, Material body

Why it scores here

Genro Ryu-Ge Hakva's value comes from its hand-banish cost, which searches a Ryu-Ge Realm, and from a conditional self-Special Summon from banishment that can recur and search another Ryu-Ge card. The card reliably converts into archetype-specific card flow and a Level 10 body, but the text is locked to the Ryu-Ge archetype and its effects are once per turn each. Its 3000 ATK and 1500 DEF earned no points, and the 400-deck sample reflects an archetype home rather than intrinsic strength (guardrail 3). Combo conversion is text-only inference because no board data was supplied.

Axis scores

Axis Score Evidence
Accessibility 72 Hand-banish activation with no extra cost and a recurring banished summon give good access, but the route is limited to the Ryu-Ge package (text plus 98% partner co-occurrence with Ryu-Ge Realm - Wyrm Winds in the deck sample; verified/observed).
Combo & Conversion 62 The card searches a Realm and can add another Ryu-Ge card after the Realm is bottom-decked, which suggests a multi-step engine, but combo data has 0 boards, so the conversion strength is text-only inference (inferred).
Resource Economy 65 The hand-banish cost is a card loss that is offset by a search and a conditional recursion from banishment, so the net is positive when the conditions are met (verified text; net value inferred).
Effect & Interaction 10 The card has no negation, removal, or hand-trap effect in its text, so it adds no opponent interaction of its own (verified).
Material Utility 35 Level 10 WIND Wyrm is a narrow material fit for most Level-based summons, and the card is only valuable when it is in the banished zone rather than the GY (verified text; fit inferred).
Resilience & Flexibility 55 It works from hand and banishment, so it has two zones, but its summon effect needs at least two other banished non-Genro monsters and is negatable (verified text; durability inferred).
Deck-Building Efficiency 50 Typical use is 2 copies in Ryu-Ge lists (avg 1.89 copies across 400 decks), with no garnet or lock, but it is dead outside its archetype (usage statistics and deck data; observed).

Calculation

Weight profile: 0.7 Starter/Combo enabler + 0.3 Searcher/Tutor. Intrinsic ≈ 56, Deck ≈ 60, Meta = provisional. Modifiers: self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Hand-banish activation makes it accessible without a live board
  • Recurring banished summon plus search gives repeated card flow when conditions are met
  • Consistently included in its home archetype lists (100% inclusion in gameplay 4 and 6 Ryu-Ge lists in usage statistics; observed)

Weaknesses

  • Effects are once per turn each and need specific banished-zone conditions
  • Text is archetype-locked, so it is dead outside Ryu-Ge
  • Level 10 body is a narrow material fit
  • No direct interaction in its text

Counters / choke points

  • Effect negation of the hand-banish search or the banished summon (inferred from text; no specific counter cards named in evidence)
  • Board or banish-count disruption that stops the two-banished-monster condition (inferred)

Best use

Starter that searches Ryu-Ge Realm and recurs from banishment to extend the Ryu-Ge engine. Decks: Ryu-Ge (archetype 1968, gameplay 7), Ryu-Ge (archetype 2171, gameplay 4), Ryu-Ge (archetype 1859, gameplay 6). Suggested copies: 2.

Evidence & gaps

  • Verified: Hand-banish cost searches 1 Ryu-Ge Realm - Wyrm Winds; Conditional Special Summon from banishment requires at least 2 other banished non-Genro monsters; Each effect is once per turn; the summon condition is not usable during the Damage Step; Card is Level 10 WIND Wyrm, 3000/1500
  • Observed: Ryu-Ge (1968) gameplay 7 in 197 of 400 decks, average 1.89 copies; Top partner Sosei Ryu-Ge Mistva in 399 of 400 decks; Usage statistics: 100% inclusion in Ryu-Ge gameplay 4 and 6 and Jurrac gameplay 4, 81.8% in Ryu-Ge gameplay 7
  • Inferred: Recursion from banishment makes it a repeatable starter in a live engine; Level 10 body is a narrow material fit (no material evidence supplied); Its value is high only within the Ryu-Ge package
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no material or counter evidence supplied











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