Spell
QuickIntercept Wave
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1082
All Synchro Monsters on the field are changed to Defense Position. And then, return all face-up Synchro Monsters to the Extra Deck during the End Phase.
Intercept Wave — Power Evaluation
Final Score: 46 ± 8 · Confidence: Medium
- Intrinsic: 46 · Deck: 46 · Meta: provisional
- Primary role: Board breaker · Secondary: Removal / Negation
Why it scores here
Intercept Wave is a Quick-Play that turns every face-up Synchro Monster on the field (both sides) into Defense Position and returns face-up Synchros to the Extra Deck in the End Phase. Its value is a narrow, board-wide answer to Synchro boards, not a card-advantage or combo engine, so the score comes from interaction and cheap deck cost rather than from any board-building. The card's ATK/DEF and rarity earned nothing; the 6 sampled decks confirm it is a live main-deck slot across 5 archetypes, but the lack of combo evidence keeps the score in the middle band.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Quick-Play that is usable from hand at instant speed, and it is a main-deck card in all 6 sampled decks, but no searcher or combo starter evidence exists (inferred). |
| Combo & Conversion | 15 | The card builds nothing and no recorded combo boards exist, so conversion is text-only (inferred). |
| Resource Economy | 40 | It is a one-card answer with no draw, search, or recursion; the End Phase bounce only costs the opponent's Synchros tempo (inferred). |
| Effect & Interaction | 45 | Hits all face-up Synchros on both sides, but only Synchros and only the Defense/bounce effect, so it is situational rather than broad (verified from text). |
| Material Utility | 5 | It is a Spell with no body and no material value (verified from text). |
| Resilience & Flexibility | 35 | Being a Spell in a deck whose partners include hand traps, it can be blanked by a single spell negation and it does not persist on the field (inferred). |
| Deck-Building Efficiency | 65 | Run as a main-deck card at 1 to 3 copies in all sampled decks with no garnet or lock restriction in the evidence (observed, 6 decks). |
Calculation
Weight profile: 0.7 Board breaker + 0.3 Removal/Negation. Intrinsic ≈ 46, Deck ≈ 46, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Hits every face-up Synchro on the field in one activation, on both sides.
- Quick-Play gives instant-speed use and it is cheap to run in the sampled decks.
- Synchro End Phase bounce removes the opponent's Synchro cards from the board, not just their effects.
Weaknesses
- Narrow: a dead card against boards with no Synchro monsters.
- No recorded combo or searcher evidence, so its conversion value is text-only.
- Spell-based, so a single spell negation stops it.
Counters / choke points
- Spell negation or a card that stops Quick-Play activation (inferred).
- A Synchro-light deck makes it a dead card (inferred).
Best use
Board breaker against Synchro-heavy opponents. Decks: Red-Eyes, Darklord, Solfachord, Power Patron, Shark.
Evidence & gaps
- Verified: Card text: all Synchro Monsters on the field change to Defense Position; face-up Synchros return to the Extra Deck in the End Phase.; Quick-Play Spell, legal in TCG, OCG and MasterDuel.; Appears in 6 of 6 sampled decks, main deck in all 6, across 5 archetypes.
- Observed: Average 2 copies per deck (max 3), most often 1 or 3.; Gameplay type 7 in 5 of 6 decks and type 3 in 1 deck.
- Inferred: Usable as a tempo answer to Synchro boards, not as a card-advantage engine.; Its value is conditional on the opponent running Synchro monsters.
- 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 no meta sample — meta_power left null sample is only 6 decks, so partner and archetype figures are thin






