Spell
EquipMist Body
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1723
The equipped monster cannot be destroyed by battle.
Mist Body — Power Evaluation
Final Score: 27 ± 6 · Confidence: Medium
- Intrinsic: 31 · Deck: 27 · Meta: provisional
- Primary role: Utility
Why it scores here
Mist Body is a narrow defensive equip that only prevents battle destruction—a situational effect in modern formats where effect-based removal dominates. While it can provide multi-turn protection in specific matchups, the card offers no combo synergy, no resource advantage, and requires a monster already on field to function, making it a tech-slot-only inclusion. The 21 decks running it confirm accessibility for generic play, but the lack of archetype concentration and zero combo appearances indicate it is a metagame call, not a power piece.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 25 | Can be played only when you control a monster; not searchable and appears in only 21 decks across 12 disparate archetypes, indicating sparse usage as a tech card (observed). |
| Combo & Conversion | 8 | Zero appearances in any combo recorded, and the equip effect provides no board extension or turn-ending value; purely defensive (observed). |
| Resource Economy | 12 | Costs one card with zero card-draw or refuel; a net −1 with only defensive value in return (verified). |
| Effect & Interaction | 35 | Prevents battle destruction only, leaving the equipped monster vulnerable to effect destruction, bounce, banish, and non-battle removal; a soft, single-target interaction (verified). |
| Material Utility | 5 | Equip spells cannot be used as fusion/synchro/link material or provide stat/level utility; essentially zero material value (inferred). |
| Resilience & Flexibility | 28 | Survives multiple turns if the equipped monster and equip both persist, but falls to effect removal and single-target equips; benefits only one monster (inferred). |
| Deck-Building Efficiency | 38 | Average 1.1 copies per deck suggests flexible inclusion; however, risk of bricking without a monster on field and slot cost as a tech card limit efficiency (observed). |
Calculation
Weight profile: Primary role: Utility (default, no clear role). Intrinsic ≈ 31, Deck ≈ 27, Meta = provisional. Modifiers: Brick/Garnet Risk (-2). Final formula: 0.40*Intrinsic + 0.60*Deck (decks known, combos absent)
Strengths
- Simple, clear effect text with no timing complications
- Accessible in multiple deck archetypes (12 distinct homes)
- Can provide reliable multi-turn protection against pure battle-damage strategies
Weaknesses
- Only prevents battle destruction; ineffective against effect-based removal (the modern standard)
- No combo synergy or extension value; purely defensive
- Requires a monster on field to function; can brick in early-game hands
- Single-target; does not protect your entire board or prevent effects
- No resource advantage; −1 card with no refuel or draw
Counters / choke points
- Effect destruction (MST, Cyclone, Galaxy Cyclone)
- Non-battle removal (Raigeki, Dark Hole, Swordsoul Strategist Longyuan)
- Effect negation of the equipped monster
- Bounce and return effects (Compulse, Karakuri Komachi)
- Equip destruction (Harpie's Feather Duster, Mobius the Mega Monarch)
Best use
Metagame tech / defensive equip. Decks: Noble Knights (archetype synergy potential), Any control deck running 1–2 defensive equips.
Evidence & gaps
- Verified: Card text: 'The equipped monster cannot be destroyed by battle.' (evidence.card.description); Type: Equip Spell (evidence.card.frame_type = 'spell'); Appeared in 21 decks, average 1.1 copies per deck (decks_evidence); Spread across 12 distinct archetypes with no concentration above 9.5%; most decks are untyped generic (decks_evidence.distinct_archetypes, archetypes)
- Observed: Most common in 'Không có' (no archetype) decks at 23.8% and 19%; indicates tech-only, archetype-agnostic usage; Top partners are universal staples (Ash, Harpie's, Raigeki, Called by the Grave), not archetype-specific synergy; Zero appearances across all recorded combos (combos_evidence.total_combos = 0, appearances = 0); Runs across multiple gameplay types (33.3% control, 33.3% combo, 23.8% midrange); confirms generalist flexibility without specialization
- Inferred: Requires a monster on field to equip, reducing accessibility from opening hand and creating conditional dependency; Effect only prevents battle destruction; powerless against effect-based removal, bounce, banish, and negation (modern removal standard); Equip frame means card cannot serve as fusion/synchro/link material or provide useful material properties when negated; Multi-turn protective value if both equipped monster and equip survive; single-target scope limits board protection; Brick risk in hands without monsters or in high-combo-line decks with few main monsters
- Data gaps: No combos supplied — combo conversion is text-only inference (combos_evidence.total_combos = 0) No guides supplied — strategic usage context is text-only (guides_evidence.total_guides = 0) No banlist information — assumed unlimited 3 copies No usage statistics (StatisticsCard) — archetype inclusion inferred from 21-deck sample only No archetype-specific synergy data; cannot confirm if card is core support in any archetype






