R - Righteous Justice
Spell Normal

R - Righteous Justice

  • Archetype:
  • Elemental HERO

  • View:
  • 3750




Destroy Spell/Trap Cards equal to the number of "Elemental HERO" cards you control.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Oct 5, 2026
57± 5/ 100
Power Score
Intrinsic 55
Deck 59

R - Righteous Justice — Power Evaluation

Final Score: 57 ± 5 · Confidence: Medium

  • Intrinsic: 55 · Deck: 59 · Meta: provisional
  • Primary role: Removal

Why it scores here

R - Righteous Justice is a specialized backrow removal tool for Elemental HERO and Heroic decks that scales with board presence. The card delivers strong spell/trap destruction when you control multiple HERO monsters, making it a solid archetype-specific utility piece, but its reliance on field presence and lack of searchability limit its accessibility and flexibility. It functions as a role-filling removal card in Heroic strategies where monster density is high, rather than as a power enabler.

Axis scores

Axis Score Evidence
Accessibility 48 Run at 1–3 copies in 117 decks, primarily Heroic (65.8%), but not searchable by standard tutors and requires field presence to activate (observed).
Combo & Conversion 38 A utility removal spell with no combo-building capability; does not interact with combo lines and requires board setup to deliver value (inferred).
Resource Economy 55 Destroys X spell/trap cards where X equals your HERO count; in typical Heroic boards with 2–3 monsters and 2–3 opponent backrow cards, yields roughly even to +1 advantage (inferred).
Effect & Interaction 68 Provides flexible spell/trap destruction that removes opponent's backrow, but does not negate activation and requires field presence for utility (verified).
Material Utility 12 Spell card with no stats, levels, or attributes; provides zero material value for Synchro, Fusion, Link, or other summoning methods (verified).
Resilience & Flexibility 42 One-time use per copy with no recursion; vulnerable to board clears and cannot be activated reactively during opponent's turn (inferred).
Deck-Building Efficiency 58 Moderately restricted to Elemental HERO and Heroic archetypes (87.2% co-occurrence with Miracle Fusion), occupying 1–3 slots with mild cost and remaining flexible for side deck play (observed).

Calculation

Weight profile: Removal role. Intrinsic ≈ 55, Deck ≈ 59, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Scalable spell/trap removal that grows with board presence in HERO-dense strategies
  • Synergistic with high-density Elemental HERO cores (Heroic runs 12–15 HERO bodies)
  • Flexible multi-card destruction and target selection
  • Adaptable between main deck and side deck depending on metagame backrow prevalence

Weaknesses

  • Not searchable by archetype tutors; must be drawn naturally or cycled into hand
  • Requires field presence to activate; completely vulnerable to opponent's board clears
  • One-time use per copy with no recursion or multi-turn utility
  • Dead when opponent has no backrow or you control zero HERO cards
  • Cannot interact reactively; limited to main phase activation only

Counters / choke points

  • Solemn Warning and Solemn Judgment negate the activation
  • Any effect that clears your board before activation (Raigeki, Dark Hole, board wipes)
  • Decks running minimal backrow (aggressive OTK strategies, hand-trap-focused builds)

Best use

Archetype-specific backrow removal and disruption support. Decks: Elemental HERO, Heroic, Destiny HERO hybrid builds.

Evidence & gaps

  • Verified: Card text: Destroy Spell/Trap Cards equal to the number of Elemental HERO cards you control; Run in 117 decks at 1–3 copies per deck (average 1.49 copies); Appears primarily in Heroic decks (65.8% of sampled decks); Top partner Miracle Fusion co-appears in 87.2% of decks running this card; Legal in TCG, OCG, MasterDuel, and DuelLinks formats
  • Observed: 14 distinct archetypes include this card; approximately 75% are HERO variants (Heroic, Elemental HERO, Destiny HERO, etc.); Core Heroic support cards appear consistently as top partners (Miracle Fusion, E - Emergency Call, Polymerization, Elemental HERO bodies); Deck inclusion confirms archetype-specific role and high synergy with HERO-focused strategies
  • Inferred: Effect scaling (HERO monsters on field → spell/trap destruction count) creates natural synergy with HERO-dense builds; Not searchable by E - Emergency Call or standard Elemental HERO tutors; requires natural draw or deck cycling; Single-activation per copy; no recursion, refuel, or multi-turn utility; Activation timing (main phase only) limits responsiveness and makes it vulnerable to opponent's board disruption; As a spell card, provides zero material value and cannot function as Synchro, Fusion, or Link material
  • Data gaps: No combos supplied — combo conversion is text-only inference; role as combo piece cannot be verified No guides supplied — no published human context on power level, role clarity, or strategic importance No usage statistics (StatisticsCard data) — archetype inclusion percentages inferred from 117-deck sample only, not historical database No top-card ranking — metagame relevance and impact on tournament results cannot be confirmed No banlist status token — assumed unlimited (3 copies per deck)











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