Mist Valley Executor
WIND 5

Mist Valley Executor

  • Archetype:
  • Mist Valley

  • ATK:
  • 2100

  • DEF:
  • 1600

  • View:
  • 3445




When this card is Normal Summoned, return all face-up Spell and Trap Cards on the field to their owners' hands.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 7, 2026
57± 5/ 100
Power Score
Intrinsic 57
Deck 57

Mist Valley Executor — Power Evaluation

Final Score: 57 ± 5 · Confidence: Medium

  • Intrinsic: 57 · Deck: 57 · Meta: provisional
  • Primary role: Board breaker · Secondary: Removal, Interaction

Why it scores here

Mist Valley Executor is a straightforward going-second disruption card that bounces all face-up Spells and Traps when Normal Summoned. It sees real use across four archetypes (Exodia, Millennium, Mist Valley, Horus) with 42 recorded decks, indicating solid accessibility and deckbuilding flexibility. However, its impact is limited by the single-use effect per summon, lack of card advantage generation, and dependence on opponent running Spell/Trap cards. The high ATK (2100) for a Level 5 provides incidental material utility, but the score reflects the card's role as situational disruption rather than a powerful enabler.

Axis scores

Axis Score Evidence
Accessibility 52 Appears in 42 recent decks with 1.4 average copies, showing consistent inclusion across four distinct archetypes without gatekeeping or heavy searchability requirements. (observed)
Combo & Conversion 35 Text-only effect bounces S/T on Normal Summon without generating additional resources or extending combos, limiting synergy with combo-heavy lines. (inferred)
Resource Economy 45 Effect returns Spell/Trap to hand (neutral exchange) without generating card advantage, recursion, or economic gain beyond disruption value. (text)
Effect & Interaction 65 Provides hard disruption by returning all face-up Spell/Trap to owners' hands on resolution, affecting opponent's board immediately and impacting S/T-based strategies. (text)
Material Utility 50 Level 5 Thunder with 2100 ATK / 1600 DEF serves as generic Synchro/Fusion/XYZ material, though with no special synergy to the effect text. (text)
Resilience & Flexibility 40 Effect triggers once per Normal Summon inherently; cannot be reused without re-summoning, and lacks recovery or recursion paths for repeated value. (text)
Deck-Building Efficiency 70 Runs as 1.4 average copies across 42 decks without bricks or restrictions, with 7 decks choosing 3 copies, indicating flexible and clean inclusion. (observed)

Calculation

Weight profile: Board breaker primary role. Intrinsic ≈ 57, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos empty)

Strengths

  • Hard disruption that bounces all face-up Spell/Trap on Normal Summon
  • Appears in four distinct archetypes (Exodia, Millennium, Mist Valley, Horus) showing portability
  • 2100 ATK for Level 5 provides incidental material value
  • Clean deckbuilding with average 1.4 copies indicating low brick risk

Weaknesses

  • Single-use effect per summon (limited to once per Normal Summon)
  • Effect does not generate card advantage or resources
  • Requires Normal Summon (cannot be Special Summoned to trigger effect)
  • Only affects Spell/Trap, not monsters already on field
  • Disruption value depends entirely on opponent running Spell/Trap cards
  • Not searchable by generic archetype tutors

Counters / choke points

  • Monster-only decks running minimal or no Spell/Trap
  • Effects that negate Normal Summons or the effect itself
  • Cards that banish Spell/Trap instead of leaving them on field
  • Going-first strategies that establish unbreakable boards before resolution

Best use

Going-second disruption / Spell-Trap board breaker. Decks: Exodia, Millennium, Mist Valley.

Evidence & gaps

  • Verified: Card Normal Summons to bounce all face-up Spell and Trap Cards to owners' hands (text); Appears in 42 total decks with 1.4 average copies (decks_evidence); 57.1% in Exodia, 33.3% in Millennium, 4.8% in Mist Valley, 4.8% in Horus (archetypes); 97.6% co-deck with Exodia pieces (Exodia, Right Leg, Right Arm, Left Arm, Left Leg); 4 distinct archetype homes (Exodia, Millennium, Mist Valley, Horus); Distribution: 32 decks run 1 copy, 3 decks run 2 copies, 7 decks run 3 copies
  • Observed: Consistent inclusion across Exodia and Millennium variants (97.6% and 92.9% co-deck rates); Some decks prioritize 3 copies for consistency (7 of 42 decks); Average inclusion of 1.4 copies suggests flexible rather than mandatory role; Appears in both going-first and going-second strategies based on deck composition
  • Inferred: Spell/Trap bounce provides going-second disruption value against S/T-based strategies; Level 5 Thunder body enables Synchro/Fusion/XYZ material utility; Non-searchable by generic tutors (no searcher mentions in evidence); Effect is hard-to-play-around once resolved (cannot be played around); Defensive utility in Millennium protecting graveyard setup; Normal Summon requirement limits flexibility versus Special Summon effects
  • Data gaps: No combos supplied — combo conversion and true combo synergy assessed via text only No guides supplied — archetype strategy and intended role unclear No banlist information — assumed unlimited copies No usage statistics (StatisticsCard) — archetype inclusion % based on 42-deck sample only Exodia context unusual — S/T bounce uncommon in traditional Exodia strategy; deeper context needed No combo examples showing card as starter, material, or payoff piece No metagame data explaining high Exodia inclusion rate versus expected strategy











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