Trap
NormalIntrigue Shield
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2363
Target 1 face-up monster you control; equip this card to that target. Once per turn, while the equipped monster is in Attack Position, it cannot be destroyed by battle. You take no battle damage from attacks involving it.
Intrigue Shield — Power Evaluation
Final Score: 43 ± 8 · Confidence: Medium
- Intrinsic: 43.8 · Deck: 42 · Meta: provisional
- Primary role: Utility
Why it scores here
Intrigue Shield converts a single face-up monster into a battle-proof body once per turn and removes battle damage from attacks involving it. It adds no search, no card advantage, and no non-battle interaction, so the score stays in the low-middle band. Its 2,311 page views and generic 1-copy presence in four decks confirm it is a playable, cheap utility card, not a strong one; none of that popularity was scored.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 40 | Single copy in 4 of 4 sampled decks gives a live card in hand, but no searcher or starter route exists in the evidence (observed, inferred). |
| Combo & Conversion | 35 | Text protects one monster from battle destruction once per turn; no combo boards were recorded, so no board conversion is shown (verified, inferred). |
| Resource Economy | 25 | Spends one card to protect one monster with no draw, search, or recursion; net advantage is roughly even at best (verified). |
| Effect & Interaction | 25 | No negation, removal, or disruption of the opponent; it only shields the equipped monster in battle (verified). |
| Material Utility | 10 | A trap card cannot serve as material, so this axis scores only the body's absence of value (verified). |
| Resilience & Flexibility | 35 | Protects against battle destruction only, once per turn, on one target; non-battle removal goes through (verified, inferred). |
| Deck-Building Efficiency | 65 | One slot, no garnet or lock, and clean to run in any deck with a monster to equip (verified, inferred). |
Calculation
Weight profile: Utility / no clear role (default), no secondary role blend. Intrinsic ≈ 43.8, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Makes one monster immune to battle destruction once per turn
- Removes battle damage from attacks involving the equipped monster
- Single copy, no garnet or lock cost, runs in 4 of 4 sampled decks across 4 archetype homes
Weaknesses
- No protection against non-battle destruction or removal
- Once per turn and only one target
- No search, draw, or card advantage
- Dead in hand when no face-up monster is available to equip
Counters / choke points
- Card effects that destroy or remove the equipped monster outside battle (inferred)
- Removing the target before the trap resolves (inferred)
Best use
Single-copy protection for a key monster in a battle-heavy line. Decks: Blue-Eyes, Galaxy Photon. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: once-per-turn battle-destruction immunity and battle-damage immunity for the equipped monster; Runs 1 copy main in 4 of 4 sampled decks; Formats: TCG, OCG, MasterDuel, DuelLinks
- Observed: Partner co-occurrence of 75% with Swords of Revealing Light, Terrors in the Hidden City, Call of the Haunted, and Damage Condenser (3 of 4 decks); Spread across 4 distinct archetype homes, two unnamed
- Inferred: Protection is effective only against battle-based threats; No practical searcher or starter route is evidenced, so accessibility depends on being drawn
- Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard); inclusion % unknown beyond the 4-deck sample no banlist token; assumed 3 copies (unlimited) no ruling or timing data for interaction with equip and battle steps






