Shadow's Light
Spell Normal

Shadow's Light

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Target 1 DARK monster you control; Special Summon 1 LIGHT monster from your Deck or Extra Deck with the same original Type and Level. You can banish this card from your GY; during your Main Phase this turn, you can Normal Summon 1 LIGHT or DARK monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only use each effect of "Shadow's Light" once per turn. You cannot conduct your Battle Phase the turn you activate either of this card's effects.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Oct 9, 2026
51± 6/ 100
Power Score
Intrinsic 52
Deck 51

Shadow's Light — Power Evaluation

Final Score: 51 ± 6 · Confidence: Medium

  • Intrinsic: 52 · Deck: 51 · Meta: provisional
  • Primary role: Extender · Secondary: Combo enabler

Why it scores here

Shadow's Light converts a DARK monster already on the field into a same-Level LIGHT body from the Deck or Extra Deck, which is a real extension engine. Its GY effect adds a small extra Normal Summon once per turn, but the card is a spell that costs its own card and locks the Battle Phase on the turn it is used, so it nets no card advantage and has no interaction. The 400/400 deck inclusion and high partner rates confirm that it is played; they do not show that it is strong, so they were not used to raise the score.

Axis scores

Axis Score Evidence
Accessibility 55 Live in 400 of 400 sampled decks at 1-3 copies, but it needs a DARK monster on the field and no searcher evidence is supplied (observed, inferred).
Combo & Conversion 60 The text converts one DARK monster into a same-Level LIGHT Special Summon from Deck or Extra Deck, with an extra Normal Summon from the GY (verified, inferred).
Resource Economy 45 It is a spell that trades itself for one body with no draw, search, or net advantage; the GY banish is a small extra summon, not a refuel (verified, inferred).
Effect & Interaction 5 The card has no negation, removal, or disruption effect (verified).
Material Utility 10 It is a spell, so it provides no material body or Level of its own (verified).
Resilience & Flexibility 45 Two separate once-per-turn effects give some redundancy, but both are blanked by a spell negate and the Battle Phase lock limits use across turns (verified, inferred).
Deck-Building Efficiency 65 No garnet or brick clause and a flexible 1-3 copy count, but the Battle Phase lock is a real cost (verified, observed).

Calculation

Weight profile: 0.7 Extender + 0.3 Combo enabler. Intrinsic ≈ 52, Deck ≈ 51, Meta = provisional. Modifiers: Self-locking Battle Phase restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts an existing DARK monster into a same-Level LIGHT body from Deck or Extra Deck
  • Two separate once-per-turn effects, one of which works from the GY
  • Cheap to run at 1-3 copies with no garnet or brick clause
  • Present in 400 of 400 sampled decks across 75 archetypes

Weaknesses

  • Needs a DARK monster already on the field to start
  • Forbids the Battle Phase on the turn it is used
  • No card advantage and no interaction
  • No combo board data, so the combo contribution is text-only
  • Deck sample is built from the card's own CardId, so 100% inclusion says nothing about selection

Counters / choke points

  • Ash Blossom & Joyous Spring (inferred hand trap against spell activation)
  • Infinite Impermanence (inferred trap that negates the spell's effect)
  • Effect Veiler (inferred negation of the monster body that follows)

Best use

Extender: LIGHT/DARK Special Summon from Deck or Extra Deck, with an extra GY-driven Normal Summon. Decks: Bystial/Byssted, Dream Mirror, Fiendsmith. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: Special Summon of a same-Type, same-Level LIGHT from Deck or Extra Deck, once-per-turn wording, and the Battle Phase restriction; Copies per deck: average 2.03, distribution 1/2/3 = 171/46/183 of 400
  • Observed: Partner rates: Called by the Grave 86%, Ash Blossom 83.2%, Infinite Impermanence 78.2%; Gameplay type 7 in 90.2% of sampled decks
  • Inferred: Extender role from the text, since no combo starter or material data exists; Counter-cards are inferred from the spell and monster-body timing
  • Data gaps: combo data has 0 combos, so combo conversion rests on text alone no banlist token; assumed 3 copies (unlimited) no usage statistics (StatisticsCard); archetype inclusion is inferred from the deck sample only deck data matched by CardId and includes the card in all 400 decks, so inclusion does not measure selection one guide mention, no board or ruling evidence











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