Masked Ninja Ebisu
WIND 4

Masked Ninja Ebisu

  • Archetype:
  • Ninja

  • ATK:
  • 1200

  • DEF:
  • 1800

  • View:
  • 3080




Once per turn, if you control a face-up "Ninja" monster other than "Masked Ninja Ebisu", you can activate this effect: Return a number of your opponent's Spell/Trap Cards to the hand, equal to the number of "Ninja" monsters you control, also every face-up "Goe Goe the Gallant Ninja" you control can attack your opponent directly this turn.




 
 
AI Power Analysis
Removal/NegationConfidence: Medium
60± 5/ 100
Power Score
Intrinsic 59
Deck 62

Masked Ninja Ebisu — Power Evaluation

Final Score: 60 ± 5 · Confidence: Medium

  • Intrinsic: 59 · Deck: 62 · Meta: provisional
  • Primary role: Removal/Negation · Secondary: Utility

Why it scores here

Masked Ninja Ebisu is a conditional Ninja archetype piece that provides soft removal of opponent's Spell/Trap cards while enabling direct damage through Goe Goe the Gallant Ninja. It scores moderately because it requires board setup—another Ninja monster on field—to activate its effect, and the disruption is tempo-focused rather than card-advantage-generating. While it integrates well into Ninja decks (appearing in 70.6% of recorded Ninja builds with strong partner synergy), the lack of combo evidence and its archetype-specific text limit broader applicability.

Axis scores

Axis Score Evidence
Accessibility 58 Requires another Ninja monster on field to activate; Ninja decks reliably establish this condition with Ninja Grandmaster Hanzo appearing in 76.5% of partner cards. (verified)
Combo & Conversion 50 No combo evidence supplied; card text shows it bounces opponent's S/Ts equal to Ninja count, but this dependent effect requires an already-constructed board. (inferred)
Resource Economy 55 Bouncing opponent's Spell/Traps provides tempo advantage rather than card advantage; direct attack effect grants damage but no card draw or refuel. (inferred)
Effect & Interaction 65 S/T bounce provides soft removal and disruption; grants direct attack to Goe Goe the Gallant Ninja for offensive pressure. (verified)
Material Utility 50 Level 4 Warrior body with 1200 ATK/1800 DEF is serviceable as Synchro or Xyz material but offers no special value as material. (verified)
Resilience & Flexibility 50 Once per turn clause with conditional activation requirement limits recursion; effect is vulnerable to hand traps like Ash Blossom but provides recurring disruption each turn. (inferred)
Deck-Building Efficiency 70 Fits seamlessly in Ninja decks with 70.6% inclusion in the Ninja archetype; most decks run 1 copy with rare 3-of builds; minimal deck constraint. (observed)

Calculation

Weight profile: Removal/Negation (primary). Intrinsic ≈ 59, Deck ≈ 62, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Strong integration into Ninja archetype with all top partners being Ninja support cards
  • Provides both disruption (S/T bounce) and offensive utility (direct attack enabler for Goe Goe)
  • Appears consistently in 70.6% of Ninja decks with minimal garnet or brick risk
  • Bounce effect scales with board size—more Ninja monsters yields stronger disruption

Weaknesses

  • Requires board setup (another Ninja monster present) to activate effect, limiting flexibility
  • Once per turn clause restricts repeated activation and reactive use
  • Effect is vulnerable to negation by Ash Blossom, Effect Veiler, and similar hand traps
  • Archetype-specific card text (Ninja monsters, Goe Goe) severely limits cross-archetype splashability
  • Provides tempo advantage rather than pure card advantage, making it situational

Counters / choke points

  • Ash Blossom & Joyous Spring (negates the activation)
  • Effect Veiler (negates the effect activation)
  • Unaffected by card effects (renders the card completely blank)

Best use

Disruption and control piece in Ninja midrange strategies. Decks: Ninja. Suggested copies: 1.

Evidence & gaps

  • Verified: Level 4 Warrior Effect Monster, 1200 ATK / 1800 DEF, WIND attribute, Ninja archetype; Once per turn: bounce opponent's Spell/Trap cards equal to number of Ninja monsters you control; Also grants direct attack to Goe Goe the Gallant Ninja for one turn; Appears in 17 recorded decks with 70.6% concentration in Ninja archetype; Top partners are exclusively Ninja support cards (Getsuga, Nichirin, Hanzo, Shingetsu, Hidden Village, Ninjitsu Art Notebook, Saizo)
  • Observed: 12 of 17 decks running this card are pure Ninja builds, indicating archetype-specific design focus; Average 1.12 copies per deck with 94% running 1 copy and 6% running 3 copies; Card appears across 5 distinct archetypes but concentration in Ninja represents core home
  • Inferred: The S/T bounce effect provides removal and disruption but is dependent on board state; Direct attack enabler for Goe Goe Ninja provides additional offensive pressure to convert board advantage into damage; Requires at least one other Ninja on field to activate, naturally satisfied in Ninja-focused decks; Effect is more tempo-driven (clearing opponent disruption) than card-advantage-driven (no card draw or search)
  • Data gaps: No combos supplied—combo conversion is entirely text-based inference without empirical board data No guides supplied—archetype role and strategic context limited to deck evidence only No banlist information—assumed 3 legal copies (unlimited) across all formats No usage statistics (StatisticsCard)—archetype inclusion percentage inferred from 17-deck sample only, not historical data No comparative combo power index—cannot assess performance against other disruption options in meta context











https://metaduelist.com/
Top