WIND
4Old Entity Hastorr
ATK:
2300
DEF:
1000
View:
4238
1 Tuner + 1 or more non-Tuner monsters If this card is sent from the Monster Zone to the Graveyard: You can target 1 face-up monster your opponent controls; equip this card from your Graveyard to that monster. That monster cannot attack, also its effects are negated. If this card leaves the field while equipped to an opponent's monster by this effect: Take control of the monster this card was equipped to.
Old Entity Hastorr — Power Evaluation
Final Score: 66 ± 5 · Confidence: Medium
- Intrinsic: 64 · Deck: 66 · Meta: provisional
- Primary role: Board breaker · Secondary: Negation/Interaction
Why it scores here
Old Entity Hastorr is a strong control and disruption tool in Synchro-heavy decks, particularly Infernoble Knight, where it locks down opponent monsters and can steal control if removed. Its effect provides meaningful negation and attack prevention, but it requires being sent to the Graveyard to activate and generates no card advantage. The broad archetype coverage (94 distinct decks) and core inclusion in competitive lists confirm its accessibility, though limited combo generation and reliance on specific summon conditions cap its overall power score.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 72 | Readily accessible in Infernoble Knight (33% of decks) and Speedroid (9.8%) with average 1.07 copies per deck across 94 archetypes. (Verified) |
| Combo & Conversion | 35 | Does not generate board presence or extend combos; primarily serves as a board disruption tool when sent to GY. (Inferred) |
| Resource Economy | 45 | Provides effect negation and attack lock with zero card advantage or GY refuel from its effect. (Verified) |
| Effect & Interaction | 68 | Negates opponent monster effects, prevents attacks, and can steal control if unremoved, but requires GY setup and is single-use per monster. (Verified) |
| Material Utility | 62 | Serviceable Level 4 Synchro body with 2300 ATK that can be used as material or re-summoned even if its effect is negated. (Verified) |
| Resilience & Flexibility | 52 | Effect requires being sent to GY and can be removed while equipped, limiting its reliability and multi-turn resilience. (Verified) |
| Deck-Building Efficiency | 70 | Single-copy include in most decks (383/400) with no brick risk; splashable across 94 archetypes but requires Tuner+non-Tuner for summon. (Verified) |
Calculation
Weight profile: Board breaker / Going-second. Intrinsic ≈ 64, Deck ≈ 66, Meta = provisional. Modifiers: splashability (1). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Strong negation of opponent monster effects combined with attack lock
- Can steal control of opponent monster if the equipped card is removed
- High deck inclusion across 94 archetypes confirms proven versatility and consistency
- Reasonable 2300 ATK for a Level 4 Synchro body
- Fits cleanly into Synchro-based strategies without self-locking restrictions
Weaknesses
- Requires being sent to Graveyard to activate effect (not immediate disruption)
- Single-use effect per opponent monster (limited to one disruption target)
- Vulnerable to removal or banishment while equipped, breaking the lock
- Requires Tuner + non-Tuner summon cost (limits deck-building flexibility)
- Generates zero card advantage and provides no GY refuel
Counters / choke points
- Hand traps on Tuner monsters (Ash Blossom & Joyous Spring)
- Removal that bounces or banishes the equipped card
- Swarm and token-based strategies that don't rely on individual boss monsters
- Effects that prevent cards from being sent to GY
Best use
Board breaker / Control piece. Decks: Infernoble Knight, Speedroid, Synchron. Suggested copies: 1.
Evidence & gaps
- Verified: Synchro summon requirement: 1 Tuner + 1 or more non-Tuner monsters; Card equips itself from GY to opponent monster, negates effects, prevents attack; Secondary effect: takes control when card leaves field while equipped; Card appears in 400 decks across 94 distinct archetypes; Primary home is Infernoble Knight (33%, 132 decks); Average 1.07 copies per deck (383 run 1, 6 run 2, 11 run 3); Card legal in TCG, OCG, MasterDuel, DuelLinks (no banlist restriction noted)
- Observed: Top partners are Ash Blossom (43.2%), Glow-Up Bulb (40.8%), Called by the Grave (38.5%); Appears in competitive archetypes: Speedroid (9.8%), Synchron (2.2%), Melffy (3.5%); 100% main-deck inclusion rate in sampled decks; 0% side-deck includes
- Inferred: Primary role is board breaker / control piece based on effect text; Requires setup (GY placement) before effect activation, limiting immediate disruption; Generic utility is high due to multi-archetype coverage and single-copy includes; Level 4 body remains useful as material even if effect is negated
- Data gaps: No combos supplied — combo conversion is text-only inference No banlist token — assumed legal at 3 copies (unlimited) No usage statistics (StatisticsCard) — archetype inclusion % inferred from 400-deck sample only No replay data or actual game frequency of effect activation Guides are sparse (2 total) with minimal detail on card role






