Trap
NormalRed-Eyes Spirit
Archetype:
Red-Eyes
View:
5520
Target 1 "Red-Eyes" monster in your GY; Special Summon it.
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






