Runick Slumber
Spell Quick

Runick Slumber

  • Archetype:
  • Runick

  • View:
  • 7165




Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 face-up monster on the field; the next time that monster would be destroyed by battle or card effect this turn, it is not destroyed, also it cannot attack this turn, then (after applying this effect) banish the top 3 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Slumber" per turn.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: HighEvaluated Oct 9, 2026
60± 6/ 100
Power Score
Intrinsic 57
Deck 62

Runick Slumber — Power Evaluation

Final Score: 60 ± 6 · Confidence: High

  • Intrinsic: 56.8 · Deck: 62.3 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Removal / Negation

Why it scores here

Runick Slumber is a Quick-Play that Special Summons a Runick from the Extra Deck to the Extra Monster Zone, and it is played in 400 of 400 sampled decks and present in all 22 recorded boards, with 31.8% as a starter. Its score comes from that reliable Extra Deck access and the boards it enables (average power index 73.6), plus a single-monster protection and an opponent deck banish as secondary value. The real costs are the once-per-turn restriction and skipping the next Battle Phase, and its high inclusion rate reflects consistent Runick play rather than raw strength, so it is not scored higher for frequency.

Axis scores

Axis Score Evidence
Accessibility 80 A Spell live in the opening hand with 31.8% starter appearances and 99.5% partner overlap with the core Runick spells (verified / observed).
Combo & Conversion 72 Summons a Runick from the Extra Deck, and the recorded boards it appears in average a power index of 73.6 (observed).
Resource Economy 35 Banishes 3 cards from the opponent's Deck but draws, refuels, or adds no card advantage of its own (verified).
Effect & Interaction 45 Protects one face-up monster from destruction and stops it attacking this turn, a single-target soft interaction (verified).
Material Utility 10 A Spell card that cannot be used as material and provides no body (verified).
Resilience & Flexibility 40 Quick-Play with a once-per-turn limit and a skipped Battle Phase cost, but it has multiple activation options (inferred).
Deck-Building Efficiency 70 Runs 2 to 3 copies, is not a garnet, and the once-per-turn cost is mild, so it is cheap to play (observed / inferred).

Calculation

Weight profile: 0.7 Starter/Combo enabler + 0.3 Removal/Negation. Intrinsic ≈ 56.8, Deck ≈ 62.3, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Reliable Extra Deck Runick summon from hand or field
  • Appears in 100% of recorded boards and in 99.5% of decks alongside the core Runick spells
  • Single-target protection that can save a key monster from destruction
  • Redundant across the Runick line with 3+ starters on average

Weaknesses

  • Once per turn, and it skips the next Battle Phase
  • Protection covers only one monster
  • No card advantage or refuel of its own

Counters / choke points

  • Battle Phase skip is a cost the opponent can exploit with a fast board
  • Negation of the spell itself removes both the summon and the protection

Best use

Extra Deck summon enabler with single-monster protection. Decks: Runick (Mysterune), Runick. Suggested copies: 2.

Evidence & gaps

  • Verified: Quick-Play Spell with a once-per-turn limit and a skipped Battle Phase cost; Extra Deck Runick summon option; Single-monster destruction protection and opponent deck banish; Legal as 2 copies in Master Duel
  • Observed: Played in 400 of 400 decks, with 2 to 3 copies each (average 2.37); Present in all 22 recorded boards, 31.8% as starter; Average board power index 73.6 across boards that contain it; Partner overlap of 99.5% with Runick Flashing Fire and Runick Freezing Curses
  • Inferred: Acts as a starter for the Runick line, not a finisher; Protection is mainly defensive, aimed at an end-board monster
  • Data gaps: Combo sample is 22 boards, so the role shares rest on a small sample No rulings data supplied











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