Spell
FieldMystic Mine
View:
13671
If your opponent controls more monsters than you do, your opponent cannot activate monster effects or declare an attack. If you control more monsters than your opponent does, you cannot activate monster effects or declare an attack. Once per turn, during the End Phase, if both players control the same number of monsters: Destroy this card.
Mystic Mine — Power Evaluation
Final Score: 60 ± 6 · Confidence: Medium
- Intrinsic: 65 · Deck: 67 · Meta: provisional
- Primary role: Floodgate/Control · Secondary: Tech
Why it scores here
Mystic Mine excels as go-second floodgate tech, appearing in 83 archetypes with 77.5% Terraforming synergy and no garnet risk across heavy copy counts. However, its symmetrical lockdown applies to the controlling player if ahead, and it generates no card advantage; combined with a complete ban across all major formats, its power is restricted despite strong deck accessibility.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 78 | Searchable via Terraforming in 77.5% of decks and plays in 83 distinct archetypes (verified) |
| Combo & Conversion | 22 | No recorded combos and card text negates rather than advances boards; designed as floodgate not combo enabler (verified) |
| Resource Economy | 35 | Does not generate card advantage, self-destructs at parity, costs one deck slot (verified) |
| Effect & Interaction | 75 | Symmetrically prevents opponent monster effects and attacks when opponent has more monsters, but applies the same lock to the player if ahead (verified) |
| Material Utility | 5 | Field Spell with no monster material synergy or searchable body properties (verified) |
| Resilience & Flexibility | 45 | Persists on field unless monster counts equalize, then self-destructs; limited to one format per turn (verified) |
| Deck-Building Efficiency | 82 | Runs in 83 archetypes with average 2.26 copies and 83% play-rate of 3 copies, indicating minimal garnet risk and strong splashability (observed) |
Calculation
Weight profile: Floodgate/Control (primary role). Intrinsic ≈ 65, Deck ≈ 67, Meta = provisional. Modifiers: Format ban penalty (-6). Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, no meta)
Strengths
- Highly splashable tech across 83 archetypes with no archetype-specific restrictions
- Strong go-second board control via symmetrical floodgate that locks the player with more monsters
- Multiple copies (avg 2.26) run without garnet risk, indicating no tension with deck synergies
- Searchable via Terraforming in 77.5% of decks, ensuring reliable access
- Synergizes well with control-focused partners (Divine Arsenal AA-ZEUS, Dark Ruler No More, Harpie's Feather Duster)
Weaknesses
- Banned in all major formats; evaluating historical power with no current legal playability
- Symmetrical lockdown means card can block the player's own progress if they build ahead
- No card advantage generation or resource recovery
- Self-destructs at parity, limiting value in prolonged games
- Field Spell has zero material utility and no Tuner/Level synergies
Counters / choke points
- Card effects that remove monsters from play without targeting (e.g., banish effects) bypass the floodgate
- Evenly Matched forces destruction of opponent's monsters to reduce their count
- Any effect that reduces opponent's monster count below the player's equalizes the lockdown
- If monster counts reach parity naturally, the card self-destructs at End Phase
Best use
Go-second floodgate tech for board-stall strategies. Decks: Greed, Mystic Mine, Floowandereeze, Tearlaments, Runick.
Evidence & gaps
- Verified: Card text creates symmetrical floodgate: prevents effects/attacks for player with more monsters; Searchable via Terraforming in 77.5% of decks; Runs in 83 distinct archetypes with 227/400 decks playing 3 copies; Banned in all three listed formats (legal copies: 0 for TCG, OCG, MasterDuel); Runs 83% as go-second tech (332/400 decks in format 6)
- Observed: Top partners are all control/removal cards (Zeus, Dark Ruler, HFD, Cosmic Cyclone, Called by the Grave); Average 2.26 copies per deck (227 decks run max 3 copies); Appears across multiple eras (earliest 2022-10-21, latest 2026-07-01); Guides mention it as staple Staple/Tech in Runick, Tearlaments, Eldlich counters
- Inferred: Strong board-control utility as symmetrical floodgate that advantages the player with fewer monsters; Splashable due to generic effect not tied to archetype, type, or attribute; Self-destruct clause limits long-game value when board parity is reached; No interaction with combo-building; designed as pure disruption/lockdown
- Data gaps: Card banned in all formats but 400 recent decks show it is run; timeline or format classification mismatch No combos recorded (expected for a floodgate, but limits combo_conversion certainty) No StatisticsCard data available; archetype inclusion % based on deck sample only Master Duel legality unclear; legal copies shows 0 but may be in limited rotation Recent guides (Tearlaments TCG, Runick) mention card but current format legality is zero across all three No rulings or edge-case interactions documented for the monster-count parity check






