Golden Rule
Spell Equip

Golden Rule

  • Archetype:
  • Crystal

  • View:
  • 3861




(This card is always treated as a "Crystal" card.) Place 2 "Crystal Beast" monsters from your Deck face-up in your Spell & Trap Zone as Continuous Spells, then Special Summon 1 "Crystal Beast" monster from your hand or GY with a different name than those cards, and if you do, equip it with this card. When this card leaves the field, destroy that monster. You can only activate 1 "Golden Rule" per turn.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 9, 2026
65± 6/ 100
Power Score
Intrinsic 61
Deck 67

Golden Rule — Power Evaluation

Final Score: 65 ± 6 · Confidence: Medium

  • Intrinsic: 61 · Deck: 67 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Utility

Why it scores here

Golden Rule's value is conversion: from a Crystal Beast deck it places two Crystal Beast monsters as Continuous Spells and then Special Summons a different-named Crystal Beast from hand or GY, so one card turns deck-resident bodies into a board. The combo evidence (100% appearance, average power index 87, starter counts about 1.7) supports a strong combo-conversion score. The 400-of-400 deck inclusion mainly confirms accessibility inside the Crystal Beast family and was not used to raise the score. The card has no interaction, its body is a Spell that cannot be material, and the destroy-on-leave clause is a drawback, so those axes stay low.

Axis scores

Axis Score Evidence
Accessibility 78 Live in every sampled deck and reachable from the Crystal Beast deck plus a hand or GY monster with a different name, but needs that specific archetype setup (observed).
Combo & Conversion 80 Appears in 3 of 3 recorded combos with power indices 74 to 100, which shows it builds a multi-body board from a realistic start (observed).
Resource Economy 70 Deck-to-field placement plus an Equip summon gives repeated board gain, and example boards show net card advantage of 3 to 5 (observed).
Effect & Interaction 20 The text has no negation, removal or hand-trap effect; the only effect is destroying its own equipped monster when it leaves the field (verified).
Material Utility 20 As a Spell card it cannot be used as material; it is an Equip Spell whose body is lost once the effect is negated (verified).
Resilience & Flexibility 55 The two placed continuous-spell Crystal Beasts add board presence across zones, but the card itself is a single Spell that one negate can end (inferred).
Deck-Building Efficiency 60 Costs one slot with a once-per-turn limit and no garnet or lock; the restriction is archetype-bound rather than self-locking (verified).

Calculation

Weight profile: Starter / Combo enabler weights only; no secondary blend (Utility secondary is weak).. Intrinsic ≈ 61, Deck ≈ 67, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks and combos present; meta unknown)

Strengths

  • Converts a deck-resident Crystal Beast into a multi-body board in one activation
  • Strong combo centrality: 3 of 3 recorded combos include it, with average power index 87
  • Reaches the board through deck placement and Equip, so it does not depend on the hand alone

Weaknesses

  • Locked to the Crystal Beast family and requires a different-named Crystal Beast in hand or GY
  • Only one copy of the card can be activated per turn
  • Single Spell card with no interaction; a single negate ends its effect
  • Destroys its equipped monster when it leaves the field

Counters / choke points

  • Spell negation on activation (e.g. Ash Blossom & Joyous Spring is a monster-effect answer, not a Spell negate; use Spell-negate cards)
  • Removing the Crystal Beast monster it equips to, which triggers the leave-field destroy clause

Best use

Starter / Combo enabler: deck-to-field board start for Crystal Beast combos. Decks: Crystal Beast, Crystal Beasts, Advanced Crystal Beast. Suggested copies: 3.

Evidence & gaps

  • Verified: Card text: places 2 Crystal Beast monsters from Deck as Continuous Spells, Special Summons a different-named Crystal Beast from hand or GY, equips it, destroys it when this card leaves the field, once per turn; Spell card with no ATK/DEF and no effect against the opponent; Appears in 400 of 400 sampled decks, 3 copies average 2.17
  • Observed: Combo appearance 3 of 3, power indices 100, 87, 74; Average starter count when present 1.67; Equip plus deck-placement gives net card advantage 3 to 5 in example boards
  • Inferred: Starter/Combo enabler role from the deck-to-field text, since the combo role counts are all 0; Resilience is limited by the single Spell body
  • Data gaps: No banlist token; assumed 3 copies (unlimited) Combo role counts (starter role, searched-for role, material role) are all 0 and combo role is empty, so the starter role rests on card text Only 3 recorded combos, all from one archetype family No rulings or FAQ supplied Deck sample is 400 decks, all from the Crystal Beast family, so cross-archetype fit is weakly measured











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