Masked HERO Divine Wind
WIND 8

Masked HERO Divine Wind

  • Archetype:
  • Masked HERO

  • ATK:
  • 2700

  • DEF:
  • 1900

  • View:
  • 5115




Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. Cannot be destroyed by battle. Your opponent can attack with only 1 monster during each Battle Phase. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can draw 1 card.




 
 
AI Power Analysis
Boss/End-boardConfidence: MediumEvaluated Oct 6, 2026
56± 6/ 100
Power Score
Intrinsic 59
Deck 59

Masked HERO Divine Wind — Power Evaluation

Final Score: 56 ± 6 · Confidence: Medium

  • Intrinsic: 59 · Deck: 59 · Meta: provisional
  • Primary role: Boss/End-board · Secondary: Negation/Interaction, Removal

Why it scores here

Masked HERO Divine Wind is a situational board control piece that relies heavily on access via Mask Change and a Masked HERO monster, which limits its opening-hand utility. While it provides strong battle immunity and a soft board lock (1 monster per turn), it only generates card advantage when destroying an opponent's monster by battle, making its resource value conditional. Its high ATK (2700) and Level 8 WIND Warrior body provide decent material utility and deck consistency within Hero archetypes, but the card lacks combo integration and functions primarily as a standalone finisher summoned after a board is established.

Axis scores

Axis Score Evidence
Accessibility 30 Requires both Mask Change (in 96.2% of decks) and a Masked HERO monster to summon, creating a narrow access pattern with moderate deck integration (verified from deck data top partners).
Combo & Conversion 40 Zero combo appearances recorded (0 of 0 combos), indicating the card works as a post-board finisher via Mask Change rather than a combo enabler; value derives from board position, not inherent combo generation (inferred from card text and absence of combo data).
Resource Economy 50 Generates +1 card advantage only when destroying an opponent's monster by battle; otherwise it is a +0 trade from Mask Change, making resource gain conditional on opponent actions (verified from card description: 'When this card destroys an opponent's monster by battle...draw 1 card').
Effect & Interaction 55 The 1-monster-per-turn board lock provides soft control rather than hard negation, slowing aggressive strategies but vulnerable to plays outside combat or direct damage (verified from card description and guardrail: soft control does not score as negation).
Material Utility 65 As a Level 8 WIND Warrior, it serves as clean Fusion/Synchro/XYZ material; the 2700 ATK body remains useful when negated, though Fusion monsters are awkward as fusion material themselves (inferred from type and level structure).
Resilience & Flexibility 75 Battle immunity makes it extremely hard to remove via combat and persists across opponent turns to lock attacks; however, it only summons via Mask Change, creating singular vulnerability if that spell is negated or unavailable (verified from card description: 'Cannot be destroyed by battle' and mandatory Mask Change requirement).
Deck-Building Efficiency 70 Runs in 100% of 400 sampled decks with minimal restrictions (avg 1.05 copies, mostly 1), though mild brick risk exists if drawn without Mask Change or a Masked HERO extender; wide inclusion confirms accessibility in its homes (observed from deck data: universal main-deck presence).

Calculation

Weight profile: Boss/End-board primary role. Intrinsic ≈ 59, Deck ≈ 59, Meta = provisional. Modifiers: Restricted fusion summoning route (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Battle immunity and soft board lock significantly reduce opponent's attack options
  • Clean Level 8 WIND Warrior body provides material utility even when blanked
  • Conditional card draw engine on battle destruction creates resource upside against aggressive strategies
  • High ATK (2700) backs the board lock with real threat and stat pressure

Weaknesses

  • Requires Mask Change in hand to summon; negating Mask Change locks it out entirely
  • No combo integration; cannot generate value on summon and works only as a post-board piece
  • Draw effect is conditional and turn-dependent; passive or non-attacking opponents negate the advantage
  • 1-monster lock is soft control, not hard negation; easily played around by direct damage and non-battle effects
  • Narrow summoning route limits recovery options if access is disrupted

Counters / choke points

  • Mask Change negation or destruction
  • Non-battle removal effects (ignores battle immunity)
  • Direct damage and burn strategies (bypass board lock)
  • Monster/field negation effects
  • Decks that attack with 1 monster or do not attack

Best use

Going-second board control finisher; mid-to-late turn boss summoned via Mask Change after a board is established. Decks: Heroic, Masked HERO, Elemental Hero, Vision HERO. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Must be Special Summoned with Mask Change only; Battle immunity: Cannot be destroyed by battle; 1-monster lock: Opponent can attack with only 1 monster during each Battle Phase; Conditional draw: When destroys opponent monster by battle, draw 1 card; 100% inclusion in 400 sampled decks as main deck; Mask Change appears in 96.2% of decks running this card
  • Observed: 28 distinct archetypes include this card; Heroic archetype includes it in 69.2% of Hero-family decks; Mostly 1 copy per deck (avg 1.05; max 2 in 20 decks); Top partners include Masked HERO Dark Law (92.5%), Elemental HERO Stratos (92.2%), Vision HERO Vyon (84.8%); View count 5019
  • Inferred: Boss/End-board primary role based on 2700 ATK, damage immunity, and board lock structure; Soft board control via 1-monster lock; effective against go-wide strategies but not hard negation; Conditional resource economy: +1 only on battle destruction; +0 otherwise; Level 8 WIND Warrior material is clean for Fusion/Synchro/XYZ, though Fusion-on-Fusion use is awkward; Vulnerability: Mask Change negation locks summoning entirely; Moderate brick risk: requires Mask Change + Masked HERO for access
  • Data gaps: No combos supplied — combo conversion is text-only inference, not measured from recorded boards No guides supplied — no human context on role and positioning within Hero archetypes No banlist token — assumed 3 copies (unlimited); verify if Forbidden/Limited in any format Contradiction in usage statistics: deck data shows 28 archetypes; usage statistics lists only Neo-Spacian (100%, 1 copy) — Neo-Spacian does not appear in deck data top archetypes No opponent deck/matchup context to validate draw trigger frequency and board lock effectiveness in realistic matchups











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