Sea Lord's Amulet
Spell Continuous

Sea Lord's Amulet

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Send this card to the Graveyard during your opponent's 3rd End Phase after activation. WATER monsters you control cannot be destroyed by your opponent's card effects.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated May 2, 2026
43± 6/ 100
Power Score
Intrinsic 43
Deck 44

Sea Lord's Amulet — Power Evaluation

Final Score: 43 ± 6 · Confidence: Medium

  • Intrinsic: 43 · Deck: 44 · Meta: provisional
  • Primary role: Floodgate/Control · Secondary: Utility

Why it scores here

Sea Lord's Amulet is a cheap continuous protection spell: it makes every WATER monster you control immune to destruction by the opponent's card effects, and it shows up in 13 recent decks (mainly Shark). It converts into a defensive overlay that can shield Xyz bodies like Bahamut Shark and Number 101, but it advances nothing on its own and self-destructs on the opponent's 3rd End Phase after activation. Because it is WATER-locked and stops only destruction (not banish, bounce, or negation) while being removable itself, its value stays modest and situational. There are no ATK/DEF stats to reward here — it is a bodiless Spell, so the score comes entirely from accessibility and passive defensive utility.

Axis scores

Axis Score Evidence
Accessibility 48 A main-deck Continuous Spell appearing in 13 recent decks across 5 archetypes (mostly Shark), but with no search route in the evidence, so it is drawn rather than tutored (observed).
Combo & Conversion 15 combo data shows 0 appearances and no starter/material/payoff role, so it builds nothing from a realistic start (observed).
Resource Economy 36 It is roughly a -1 (one card spent for a passive effect) that only returns value if it actually saves a WATER monster from destruction (inferred).
Effect & Interaction 36 Its only interaction is defensive: it blocks destruction by the opponent's card effects, with no negation, removal, or disruption of the opponent's plays (verified).
Material Utility 5 As a Continuous Spell it provides no body, level, attribute, or material value, so it converts to nothing as material (verified).
Resilience & Flexibility 45 It shields your WATER monsters across turns until it self-destructs on the opponent's 3rd End Phase, but is itself vulnerable to Spell/Trap removal and stops only destruction (verified).
Deck-Building Efficiency 55 A 1-2 copy tech with no garnet and no lock, though it is WATER-only and therefore not splashable outside WATER decks (observed).

Calculation

Weight profile: Floodgate/Control primary (no blend). Intrinsic ≈ 43, Deck ≈ 44, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Blanket destruction protection for all WATER monsters you control, including Xyz bosses.
  • Cheap to run: 1-2 copies, no garnet, no self-locking restriction.
  • Confirmed real role in 13 recent decks, predominantly Shark, with observed partners like Bahamut Shark and Buzzsaw Shark.
  • Lasting multi-turn effect that keeps protecting until the opponent's 3rd End Phase after activation.

Weaknesses

  • Only affects WATER monsters, so it is unusable outside WATER decks.
  • Protects against destruction only — not banish, bounce, negation, or battle.
  • Provides no board development, no card advantage, and no disruption of the opponent.
  • Self-destructs on the opponent's 3rd End Phase after activation, capping its duration.
  • Itself removable by Spell/Trap removal, which removes the protection layer.

Counters / choke points

  • Cosmic Cyclone / Twin Twisters / Mystical Space Typhoon (Spell/Trap removal)
  • Non-destruction removal such as banishing or returning monsters to hand or Deck
  • Effect negation aimed at the WATER monster before the protection resolves
  • Battle-based removal, since the effect only stops destruction by card effects

Best use

Defensive protection for WATER monsters and Xyz bosses. Decks: Shark. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: WATER monsters you control cannot be destroyed by your opponent's card effects.; Card text: send this card to the Graveyard during your opponent's 3rd End Phase after activation.; It is a Continuous Spell with 0 ATK / 0 DEF and no body.
  • Observed: Appears in 13 recent decks, all main deck, average 1.46 copies (range 1-2).; Archetypes: Shark (7 decks, 53.8%; another Shark id 3 decks, 23.1%), plus Sky Striker, Plunder Patroll, Gishki at 7.7% each.; Observed partners include Bahamut Shark (84.6%), Buzzsaw Shark (76.9%), Number 101: Silent Honor ARK (69.2%).; combo data: 0 appearances with no starter/material/payoff roles.
  • Inferred: The WATER-only clause restricts the card to WATER decks, limiting its generic utility.; Protection is purely defensive and stops only destruction, not banish, bounce, or negation.; As a Spell it provides no material/level/attribute value.
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no dated metagame sample, so meta power is null











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