Spell
EquipMetalsilver Armor
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As long as you control the monster equipped with this card, your opponent cannot use the effect of a Spell, Trap, or Effect Monster that targets 1 monster, except the equipped monster.
Metalsilver Armor — Power Evaluation
Final Score: 65 ± 5 · Confidence: Medium
- Intrinsic: 68 · Deck: 63 · Meta: provisional
- Primary role: Floodgate/Control · Secondary: Negation/Interaction
Why it scores here
Metalsilver Armor is a persistent targeting lock that shines in established board states, particularly in decks with multiple monsters. While it does not generate card advantage or enable combos independently—scoring low on combo_conversion and resource_economy—it provides strong, multi-turn disruption against a dominant class of modern removal (targeting effects). The card's remarkable accessibility across 46 archetypes and minimal garnet risk (1.03 copies average) reflect its role as solid utility rather than a power piece. The 65 reflects a reliable disruptive equip that prevents specific opponent actions but does not create winning boards on its own.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 75 | Appears in 400 of 400 sample decks across 46 distinct archetypes, averaging 1.03 copies per deck with strong synergy to Mikanko (72%+ co-occurrence) and other equip-supporting homes (verified). |
| Combo & Conversion | 15 | Does not start, enable, or extend combos; modifies existing boards only by adding a targeting immunity lock without generating additional value (inferred). |
| Resource Economy | 35 | Costs one card slot and one equip zone per turn; grants no card advantage, draw, or refuel; returns only situational negation of targeting effects (verified). |
| Effect & Interaction | 70 | Provides continuous blanket lock against targeting effects of Spells, Traps, and Effect Monsters (except the host), blocking major removal options like Droplet and Evenly Match (verified). |
| Material Utility | 20 | Equip Spell is inert as monster material; the host monster retains full material utility but is not enhanced by the armor; contributes zero to material stacks (inferred). |
| Resilience & Flexibility | 65 | Persists indefinitely on field once equipped, granting multi-turn immunity to targeting effects; vulnerable to equip destruction or host removal, limiting redundancy (verified). |
| Deck-Building Efficiency | 80 | Extreme splashability across 46+ archetypes with 1.03 copies average, no lock-in, and minimal garnet risk; requires only any monster on field as a target (observed). |
Calculation
Weight profile: Primary role: Floodgate/Control. Intrinsic ≈ 68, Deck ≈ 63, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Persistent targeting lock that remains active across multiple turns once equipped
- Extremely splashable across 46+ archetypes with low garnet and brick risk
- Strong disruption against dominant removal effects (Droplet, Evenly Match, Superpoly)
- No resource sacrifice beyond one card slot; cleanly fits into main deck without diluting hand quality
- Direct synergy with equip-focused archetypes (Mikanko 43.5%, Infernoble Knight 13.5%, Dogmatika 10.2%)
Weaknesses
- Does not generate card advantage, board presence, or independent combo extension
- Requires an established monster on field to equip to—not immediately live in opening hand
- Effect stops if the equipped monster is destroyed or removed from field
- Blocks only targeting effects; does not stop non-targeting disruption (field wipes, unaffected declarations)
- Soft lock rather than hard negation; many modern decks have non-targeting outs to circumvent the lock
Counters / choke points
- Non-targeting board wipes (Dark Hole, Raigeki if unaffected)
- Unaffected declarations that bypass targeting locks
- Equip-destroying effects (Twin Twisters, Cosmic Cyclone, Spiritualism)
- Host monster removal (Bottomless Trap Hole, destruction effects)
- Banishment effects and equip-zone lock effects
Best use
Main-deck targeting lock in combo-focused going-first decks. Decks: Mikanko, Infernoble Knight, Dogmatika, Artmage, Kaiju. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: continuous targeting lock equip—'your opponent cannot use the effect of a Spell, Trap, or Effect Monster that targets 1 monster, except the equipped monster'; Appears in 400 of 400 sample decks (main deck only), averaging 1.03 copies per deck with max 3 copies; Legal in TCG, OCG, MasterDuel, DuelLinks; Duel Links legal copies = 1; Top 3 archetypes: Mikanko (43.5%, 174 decks), Infernoble Knight (13.5%, 54 decks), Dogmatika (10.2%, 41 decks); Top partners include Ash Blossom (76.5% co-deck) and Mikanko cards (72%+ co-deck), confirming strong syndication
- Observed: Appears across 46 distinct archetypes, indicating substantial cross-archetype portability; Copy distribution: 1 copy (390 decks), 2 copies (8 decks), 3 copies (2 decks)—stable, low-variance inclusion; 92.2% of decks run format=7 (likely going-first/combo decks); Zero combos recorded in evidence base despite 400-deck sample and 46 archetypes
- Inferred: Targets a major disruption class in modern formats (Droplet, Evenly Match, Superpoly, other targeting removals); Combo_conversion is inherently low because equips modify boards rather than build them; no combo evidence to confirm otherwise; Garnet risk is minimal: equips to any monster type without locking the host into specific roles or lineups; Likely searchable in Mikanko decks (Mikanko cards support spell tutoring) and other archetype-specific spell searchers
- Data gaps: No combos supplied—cannot empirically validate combo_conversion; assessment is text-based inference only No usage statistics (StatisticsCard)—archetype inclusion % is inferred from 400-deck sample; broader historical trends unavailable Guides evidence minimal (1 guide mention)—cannot corroborate external assessments of the card's role or value No metagame snapshot—cannot assess what percentage of the broader tournament meta outside these 46 archetypes runs this card






