Trap
NormalHaunted Shrine
View:
3030
If you control no monsters: Target 1 Zombie monster in your GY; Special Summon it. If you control no monsters: You can banish this card from your GY, then target 1 Zombie monster in your GY; Special Summon it, but its effects are negated. You can only use 1 "Haunted Shrine" effect per turn, and only once that turn.
Haunted Shrine — Power Evaluation
Final Score: 52 ± 8 · Confidence: Medium
- Intrinsic: 49 · Deck: 54 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Utility
Why it scores here
Haunted Shrine's value is recursion: when you control no monsters, it can Special Summon a Zombie from your GY, and the banish-from-GY version does this at the cost of a second use. That converts a dead board into a live body, so it scores on Recovery and Deckbuilding rather than interaction, which it lacks entirely. The 48-deck sample and the 19 archetypes confirm it is a real, portable pick, but no combo boards were supplied, so conversion rests on text alone. High frequency here reflects a generic recursion staple, not intrinsic power, and the score does not reward that frequency.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | A trap that needs an empty monster zone to activate; it is live when the board is clear, which is a real but situational condition (verified text; deck count 48 is observed). |
| Combo & Conversion | 40 | Revives one Zombie from the GY with no stated follow-up; no combo boards were supplied, so this is text-only inference (inferred). |
| Resource Economy | 60 | The banish-from-GY version trades the card itself for a Zombie body, which is roughly even card economy with a body back (verified text; inferred value). |
| Effect & Interaction | 5 | No negation, removal, or disruption on the card (verified text). |
| Material Utility | 5 | A trap is not a monster and is never material; the revived Zombie is the only body, and it is not what this card provides (verified text). |
| Resilience & Flexibility | 45 | The GY-based activation survives face-down removal and works in multiple zones, but it is once per turn and needs an empty board (verified text; inferred). |
| Deck-Building Efficiency | 70 | Runs at 1–3 copies (average 1.73) with no garnet or lock and is spread across 19 archetypes, so it is cheap to include (observed deck sample). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Utility. Intrinsic ≈ 49, Deck ≈ 54, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Revives a Zombie from the GY for a card that would otherwise sit dead in the GY
- Works from the GY, so it survives face-down removal and multiple zones
- Cheap to run: spread across 19 archetypes at 1–3 copies with no garnet
Weaknesses
- Needs an empty monster zone to activate, which limits when it is live
- Once-per-turn restriction; the GY version costs the card itself
- No negation or removal, so it adds no interaction
Counters / choke points
- Mid-game boards with monsters on the field leave it unusable
Best use
Recovery/Recursion: revive a Zombie when the board is clear. Decks: Zombies, Mayakashi Shiranui, Book of.
Evidence & gaps
- Verified: Trap card; activates only when you control no monsters; Can Special Summon one Zombie from the GY; GY version banishes itself as cost and negates the summoned monster; Once per turn restriction on its effects
- Observed: Appears in 48 sampled decks, running 1–3 copies (average 1.73); Spread across 19 archetypes and 3 gameplay types; Top partners include Shiranui Shogunsaga (68.8%) and Shiranui Solitaire (56.2%)
- Inferred: Primary role is recursion; its job is restoring a body, not interaction; Resilience is good because the GY activation survives face-down removal
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






