Light of Redemption
Spell Normal

Light of Redemption

  • View:
  • 2848




Pay 800 Life Points, then target 1 of your banished LIGHT monsters; add that target to your hand.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 9, 2026
48± 8/ 100
Power Score
Intrinsic 49
Deck 48

Light of Redemption — Power Evaluation

Final Score: 48 ± 8 · Confidence: Medium

  • Intrinsic: 49 · Deck: 48 · Meta: provisional
  • Primary role: Recovery/Recursion

Why it scores here

Light of Redemption is a Spell that pays 800 LP to return one banished LIGHT monster to hand, so it converts a banish zone into a one-for-one recovery with a small net gain. It is only live once a LIGHT monster is already banished, and the evidence contains no combo boards or searcher routes that supply that banish, which keeps accessibility and combo conversion modest. Its 18-deck spread across 11 archetypes and 1-copy-per-deck usage confirm a real, cheap slot, but that breadth reflects generic utility, not raw strength, so the score stays in the middle band.

Axis scores

Axis Score Evidence
Accessibility 45 It needs a LIGHT monster already banished, and no searcher or banish route is supplied, so it is conditionally live; it appears in 18 decks, which confirms practical access (verified text; observed deck count).
Combo & Conversion 30 The card only returns one banished monster to hand, with no combo examples or starter/payoff stats in the evidence, so conversion is text-only inference (inferred).
Resource Economy 60 The Spell effectively replaces itself with a banished LIGHT monster for 800 LP, a net +1 card with a real life-point cost (verified text).
Effect & Interaction 10 It has no negation, removal, or opponent interaction in its text (verified text).
Material Utility 20 As a Spell it is not material, and the banished-target recovery adds no body or material value of its own (verified text; inferred).
Resilience & Flexibility 40 It is a single Spell with no protection and a dependency on a banished target, so an early interruption ends the line, though it can be used across turns once a target exists (inferred).
Deck-Building Efficiency 65 It runs 1 copy in most decks with no garnet or lock and is cheap to include, but the LP cost and LIGHT-only target restrict where it is useful (observed deck copies; verified text).

Calculation

Weight profile: Recovery / Recursion (primary, no secondary blend). Intrinsic ≈ 49, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • One-for-one recovery of a banished LIGHT monster to hand
  • Net +1 card advantage for a single Spell
  • Cheap to run at 1 copy across 11 archetypes

Weaknesses

  • Requires a LIGHT monster already banished before it can be used
  • 800 LP cost on every activation
  • No interaction, protection, or board presence of its own

Counters / choke points

  • Spell-targeting interaction in the opponent's hand or on the field
  • Opponent banish or graveyard-recovery disruption that removes the LIGHT target

Best use

Recovery/Recursion. Decks: Star Seraph, Galaxy Photon, Blue-Eyes. Suggested copies: 1.

Evidence & gaps

  • Verified: Pay 800 LP, then add one banished LIGHT monster to hand (card text); Appears in 18 recent decks across 11 archetypes with a max of 3 copies (deck stats)
  • Observed: Mostly 1 copy per deck (13 of 18 decks); Top partners Honest, Mirror Force, and Compulsory Evacuation Device co-occur in 55–61% of decks
  • Inferred: Practical use depends on a LIGHT monster being banished earlier in the turn or game; Net advantage is +1 card for the Spell's own use, minus 800 LP
  • 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 information on how often LIGHT monsters are banished in these decks











https://metaduelist.com/
Top