Intercept Wave
Spell Quick

Intercept Wave

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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.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 9, 2026
46± 8/ 100
Power Score
Intrinsic 46
Deck 46

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











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