Mystic Box
Spell Normal

Mystic Box

  • View:
  • 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.




 
 
AI Power Analysis
Board breaker / RemovalConfidence: MediumEvaluated Oct 7, 2026
61± 5/ 100
Power Score
Intrinsic 61
Deck 61

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)











https://metaduelist.com/
Top