Spell
NormalMystic Box
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6048
Target 1 monster your opponent controls and 1 monster you control; destroy the first target, then give control of the second target to your opponent.
Mystic Box — Power Evaluation
Final Score: 61 ± 5 · Confidence: Medium
- Intrinsic: 61 · Deck: 61 · Meta: provisional
- Primary role: Board breaker / Removal · Secondary: Going-second tech, Utility
Why it scores here
Mystic Box is a going-second board control tool that destroys an opponent's monster while giving control of one of yours to them. It appears in 185 decks across 41 archetypes, primarily as a tech in DuelLinks-heavy formats where setup-heavy decks like Exodia and Greed dominate. The card's value lies in hard removal that bypasses most protections, but the inherent cost of sacrificing one of your monsters limits its resource economy and makes it situational rather than universally powerful. With no combo synergy recorded and reliance on favorable board states, its impact remains constrained to pure removal scenarios where the resource trade-off is acceptable.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Playable from hand without cost restrictions, but requires both players to control monsters, limiting its window of optimal activation (verified from card text). |
| Combo & Conversion | 25 | No recorded combo appearances or board-building potential; functions as a standalone removal tool rather than an extender or enabler (observed from zero combos in database). |
| Resource Economy | 45 | Trades one of your monsters for destruction of one opponent's, resulting in roughly neutral-to-negative card economy; removal value partially offsets the loss (verified from card text). |
| Effect & Interaction | 68 | Provides hard removal that destroys a target monster, a strong form of opponent interaction, though conditional on board state and monster availability (verified from card text). |
| Material Utility | 8 | No material value as a Spell card; does not contribute to synchro, fusion, xyz, link, or pendulum summoning (verified from card type). |
| Resilience & Flexibility | 70 | Can activate on demand across multiple turns when both players control monsters; no self-locking or setup requirements despite widespread play across 41 archetypes (verified from card text and deck distribution). |
| Deck-Building Efficiency | 72 | Extremely splashable across 41 distinct archetypes with no archetype lock or restriction; average 1.14 copies per deck shows minimal brick risk and efficient slot usage (observed from deck statistics). |
Calculation
Weight profile: Primary role: Board breaker / Removal. Intrinsic ≈ 61, Deck ≈ 61, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Hard removal that bypasses most protective effects and interaction
- Extremely splashable across 41+ archetypes with no self-lock or archetype requirement
- Efficient deck slot with low brick risk (avg 1.14 copies)
- Effective in DuelLinks and other setup-heavy formats where disruption matters
- Flexible multi-turn activation with no cost restrictions beyond board state
Weaknesses
- Requires both players to control monsters (limited activation window)
- Sacrifices one of your own monsters as the inherent cost
- Zero recorded combo synergy or board-building potential
- Situational value entirely dependent on board state and opponent deck
- Does not generate card advantage or extend your own plays
Counters / choke points
- Cards or effects that benefit from being controlled by opponent
- Lockdown or board-wipe strategies that leave no monsters on field
- Decks that naturally thin their own monsters early
Best use
Going-second board control tech; situational removal against threat monsters. Decks: Exodia, Greed, Flamvell, DuelLinks control and stall strategies.
Evidence & gaps
- Verified: Card text: target 1 opponent monster + 1 your own; destroy opponent's, give control of yours (card text); 185 decks run it, averaging 1.14 copies per deck with distribution 168×1, 9×2, 8×3 (deck statistics); 41 distinct archetypes include it, showing broad splashability (deck statistics); Primary homes: Exodia (39 decks, 21.1%), Greed (35 decks, 18.9%), Flamvell (23 decks, 12.4%) (deck evidence); 77.3% of running decks are DuelLinks format (type 4 gameplay), indicating format prevalence (deck statistics); No banlist restrictions shown; assumed unlimited at 3 copies legal (banlist absence)
- Observed: 1.14 copies average across 185 decks shows it is run sparingly and as a niche tech (deck statistics); Appears with high-frequency partners: Upstart Goblin (64.9%), Exodia limbs (64.3%), hand-refresh spells like Reload and Magical Mallet (deck statistics); Mentioned in Water Xyz guide's Tech Cards and Tips + Combos sections, contextualizing it as conditional removal (guide evidence); 77.3% of running decks are DuelLinks gameplay type, indicating the card has particular relevance in that format (deck statistics)
- Inferred: Primary role is board removal / going-second tech based on card text and prevalence in Exodia/Greed control decks (from text + deck synergy); Functions best in decks with expendable or weak monsters, or self-sacrificing bodies (from card text resource logic); Splashable across 41+ archetypes indicates generic utility rather than archetype-specific power (from deck distribution and lack of self-lock); No combo infrastructure suggests it is a standalone tech rather than a synergy enabler or combo piece (from zero combos recorded)
- Data gaps: No combo infrastructure recorded (0 combos in database) — combo conversion is text-only inference No banlist token — assumed unlimited at 3 copies legal per default No usage statistics (StatisticsCard) — archetype inclusion percentages inferred from deck sample only No Top Card ranking data for any format Guide evidence minimal (1 guide with brief mention in tech section only)






