Red-Eyes Spirit
Trap Normal

Red-Eyes Spirit

  • Archetype:
  • Red-Eyes

  • View:
  • 5520




Target 1 "Red-Eyes" monster in your GY; Special Summon it.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 6, 2026
52± 5/ 100
Power Score
Intrinsic 53
Deck 52

Red-Eyes Spirit — Power Evaluation

Final Score: 52 ± 5 · Confidence: Medium

  • Intrinsic: 53 · Deck: 52 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Red-Eyes Spirit scores as a solid mid-tier recovery/recursion tool because it provides consistent resource refuel and deck support within Red-Eyes lines, but does not drive combo generation or provide disruption. The card's 100% inclusion across all Red-Eyes builds and its presence in high-power combo boards (average 84.7 power index) confirm its role is real and accessible, yet its zero contribution to combo initiation, zero opponent interaction, and archetype-locked design keep it from scoring higher. It is a supporting piece that extends game plans and recovers from disruption, not an engine.

Axis scores

Axis Score Evidence
Accessibility 70 Red-Eyes Spirit is consistently run in 100% of Red-Eyes decks with an average of 1.19 copies and appears across 41 distinct archetypes, though its effectiveness depends on having a Red-Eyes monster in the GY (verified: deck data, 400/400 decks).
Combo & Conversion 45 The card does not initiate or participate in combos (0% as starter, searched, material, or payoff), instead functioning as a recovery/refuel mechanism after primary combo sequences in Red-Eyes lines (observed: combo data, all role fields empty despite 100% appearance in combos).
Resource Economy 60 Recovery of a Red-Eyes monster from the GY represents roughly +0 card advantage on its own, but provides significant +1 refuel and resource extension when the revived monster generates secondary value or bridges to the next turn (inferred: card effect and Red-Eyes archetype design).
Effect & Interaction 0 Red-Eyes Spirit provides zero disruption, negation, or removal—it is purely a value/recovery tool with no interaction against opponents (verified: card text 'Special Summon it', no opponent-facing effects).
Material Utility 5 As a Normal Trap card on the field, it cannot be used as material for any summon and provides zero secondary utility if negated or disrupted (verified: card type, no monster frame).
Resilience & Flexibility 50 Once set, the trap requires a turn delay to activate and is vulnerable to GY-hate (Macro Cosmos, Crow) and hand-trap negation (Ash Blossom), though its single-copy inclusion pattern and 41-archetype redundancy provide moderate recovery options (observed: average starter count when present = 1).
Deck-Building Efficiency 75 The card introduces no brick potential, deck restriction, or opportunity cost; it runs cleanly as a trap in Red-Eyes decks and splashes into 41 distinct archetypes without garnet concerns (observed: copies per deck = 1.19 modal, distinct archetypes = 41).

Calculation

Weight profile: 0.95 Recovery/Recursion + 0.05 Utility (archetype-locked recovery). Intrinsic ≈ 53, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • 100% inclusion in Red-Eyes decks (400/400 sample)
  • Appears in all recorded combos with high power indices (average 84.7)
  • Splashes cleanly across 41 distinct archetypes
  • No brick potential or deck restrictions
  • Consistent resource refuel and recovery mechanism

Weaknesses

  • Zero combo initiation or engine contribution
  • No opponent interaction or disruption
  • Completely archetype-locked (Red-Eyes specific target requirement)
  • One-turn activation delay (Normal Trap timing)
  • Vulnerable to GY-hate and hand-trap negation
  • Cannot be used as material for any summon

Counters / choke points

  • Macro Cosmos (wipes GY targets)
  • Dimensional Fissure (GY access denial)
  • Ash Blossom & Joyous Spring (negates GY access)
  • D.D. Crow (removes single GY target)

Best use

Recovery/Recursion support, post-combo refuel. Decks: Red-Eyes, Primite, Bystial/Byssted, Dragon Link, Rokket, Branded. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Target 1 Red-Eyes monster in your GY; Special Summon it; 100% inclusion in Red-Eyes decks (400/400 sample); Appears in all 3 recorded Red-Eyes combos; No banlist restrictions (assumed 3 copies unlimited); Recovery/Recursion role confirmed by card effect; Normal Trap card type (not a monster, cannot be used as material)
  • Observed: 41 distinct archetypes include this card; Average 1.19 copies per deck (modal 1 copy); Combos with this card average 84.7 power index; Top partners are exclusively Red-Eyes monsters (97%, 85.8%, 85.8%); 100% appearance rate in combo sample (3/3)
  • Inferred: Card is a recovery/refuel tool that extends Red-Eyes game plans beyond primary combo sequences; Value is entirely contingent on having Red-Eyes monsters in the GY and available for targeting; Not a starter or combo engine piece; serves as late-game or broken-line recovery; Accessibility is moderate due to GY setup requirement; Splashability is limited by archetype-locked target requirement
  • Data gaps: Explicit combo role unclear: card appears in 100% of combos but plays no identified role (not starter, searched, material, payoff, or end-board piece) Small combo sample size (n=3) limits extrapolation Usage statistics available for only 2 archetypes (Harpie, Red-Eyes) despite 41 distinct archetypes in deck data No tournament top-card ranking data to verify metagame impact Opponent-facing GY-hate prevalence in current metagame not quantified











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