Red Dragon Ninja
FIRE 6

Red Dragon Ninja

  • Archetype:
  • Ninja

  • ATK:
  • 2400

  • DEF:
  • 1200

  • View:
  • 3650




When this card is Summoned: You can banish 1 "Ninja" or "Ninjitsu Art" card from your GY, then target 1 Set card your opponent controls; reveal that Set card, then return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect's activation. You can only use this effect of "Red Dragon Ninja" once per turn.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 6, 2026
57± 6/ 100
Power Score
Intrinsic 56
Deck 57

Red Dragon Ninja — Power Evaluation

Final Score: 57 ± 6 · Confidence: Medium

  • Intrinsic: 56 · Deck: 57 · Meta: provisional
  • Primary role: Board breaker · Secondary: Removal, Material body

Why it scores here

Red Dragon Ninja is a specialized board-disruptive tool that targets and returns Set cards to the opponent's deck while preventing their activation in response. It delivers solid value as a Level 6 material body with clean Synchro/XYZ utility, but its one-time summon effect provides no advantage generation or multi-turn impact, and the GY banish cost requires Ninja archetype setup. It excels within Ninja decks where it has strong core synergy, but situational disruption and accessibility limitations prevent higher scoring.

Axis scores

Axis Score Evidence
Accessibility 55 Level 6 monster requiring dedicated summon setup or archetype support; present in 60% of Ninja decks with consistent access via that archetype's XYZ/Synchro enablers. (verified)
Combo & Conversion 40 Summon effect returns opponent's Set card to deck with no board extension or material generation; purely a one-time disruption with no combo scaling. (inferred)
Resource Economy 45 Banishes 1 GY card to return 1 opponent's Set card to deck; resource-neutral trade with no card advantage generation or refuel capability. (verified)
Effect & Interaction 60 Targets and disrupts Set cards (traps, Set monsters) with activation lock during effect window; strong against trap-heavy strategies but weak against open-field decks with few Set cards. (verified)
Material Utility 65 Clean Level 6 Winged Beast body with 2400 ATK and Ninja typing; remains functional as Synchro/XYZ material even if effect is negated or used. (verified)
Resilience & Flexibility 45 One-time summon trigger with no recursion, multi-zone utility, or protection; once effect resolves, card is a static paper body with minimal resilience to opponent interaction. (inferred)
Deck-Building Efficiency 60 Requires GY setup with Ninja/Ninjitsu Art cards and Level 6 summon access; consistently run as 1 copy in all 10 found decks without redundancy issues. (observed)

Calculation

Weight profile: Primary role: Board breaker. Intrinsic ≈ 56, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Clean Level 6 material utility for Synchro/XYZ summoning
  • Strong synergy with Ninja archetype core cards
  • Targets and disrupts opponent's Set cards and traps
  • Activation lock prevents targeted card response
  • Clear, straightforward card text with no fiddly rulings

Weaknesses

  • Requires GY resource setup (Ninja/Ninjitsu Art banish)
  • Requires Level 6 summon access (limited portability)
  • One-time effect with no multi-turn value or recursion
  • Provides only tempo disruption, no advantage generation
  • Situational against decks without Set cards or traps

Counters / choke points

  • Ash Blossom & Joyous Spring (negates Summon effect)
  • Called by the Grave (blocks GY banish cost)
  • Decks with few Set cards or open-field strategies
  • Opponent's hand traps activated in response window

Best use

Going-second Set card disruption. Decks: Ninja. Suggested copies: 1.

Evidence & gaps

  • Verified: Red Dragon Ninja is a Level 6 Effect Monster with triggered summon effect targeting Set cards (card text); Effect banishes 1 'Ninja' or 'Ninjitsu Art' card from GY as cost, then returns target Set card to top or bottom of Deck (card text); Activation lock prevents targeted card's response activation during this effect's resolution (card text); Once-per-turn activation clause on effect (card text); Runs in 10 recent decks, primarily Ninja (6/10, 60%) and secondarily Elemental Hero (2/10, 20%) (deck data); Consistent 1-copy inclusion across all 10 found decks (deck data); Strong co-occurrence with Ninja core cards: Jioh, Kagero, Hanzo, Mitsu, Tobari (80% partner frequency) (deck data)
  • Observed: Four distinct archetypes in deck sample (Ninja, Elemental Hero, Book Of, Ninja) suggests limited but real portability (deck data); No presence in recorded combo boards (zero appearances) suggests non-starter role in practice (combos data); Deck recency spans Feb 2023–Apr 2025, indicating sustained but niche usage (deck timestamps)
  • Inferred: Returns Set card to deck (not destroy), providing tempo disruption rather than permanent removal (card text + game state); Level 6 body enables clean Synchro/XYZ summoning and material utility even if effect is negated or used (card type + rules); GY banish cost requires archetype setup and deck-building around Ninja/Ninjitsu Art cards, limiting accessibility outside Ninja (card cost + evidence); One-time summon effect provides no multi-turn value, recursion, or protection once resolved (card text → resilience); Requires either Normal Summon of Level 6 or dedicated Special Summon enabler (Synchro/XYZ), not free-roll access (card level + game rules)
  • Data gaps: No combos supplied — combo conversion role is text-only inference, not empirically verified No guides supplied — human strategy context unavailable No banlist token — assumed 3 copies (unlimited) in all formats No usage statistics (StatisticsCard) — archetype inclusion rates inferred from 10-deck sample only, not historical stability Limited deck sample (10 recent decks) — no metagame snapshot or competitive tier ranking available No Top Card ranking data — unclear if competitive mainstay or niche archetype-specific pick











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