Shine Knight
LIGHT 3

Shine Knight

  • ATK:
  • 400

  • DEF:
  • 1900

  • View:
  • 3161




This card is Level 4 while in face-up Defense Position.




 
 
AI Power Analysis
Material bodyConfidence: MediumEvaluated Feb 14, 2026
60± 6/ 100
Power Score
Intrinsic 61
Deck 59

Shine Knight — Power Evaluation

Final Score: 60 ± 6 · Confidence: Medium

  • Intrinsic: 61 · Deck: 59 · Meta: provisional
  • Primary role: Material body · Secondary: Utility

Why it scores here

Shine Knight is a generic Level 3 LIGHT Warrior that becomes Level 4 while in face-up Defense Position, so its real value is as a clean, lock-free material body for Rank 4 Xyz or Level 4 Synchro plays, with 1900 DEF as a useful wall. It sees play in 19 sampled decks (mostly Synchron/Junk-style builds) as a 1.63-of main-deck material, but it has no recorded combo appearances, no guides, and no search engine of its own, so it never initiates a play or generates card advantage. Its 400 ATK earns nothing and the 1900 DEF earns very little — the score reflects reliable-but-modest material utility rather than any board-building or disruption.

Axis scores

Axis Score Evidence
Accessibility 55 Level 3 LIGHT Warrior with no archetype lock; drawn or normal-summoned in 19 sampled main decks, but the evidence shows no tabled searcher route for it (inferred).
Combo & Conversion 38 Creates a single Level 4 body when set in Defense Position, enabling one Rank 4 or Level 4 Synchro, but combo data shows 0 appearances as starter, material, or payoff (observed).
Resource Economy 40 A plain monster summon with no search, draw, or GY recursion; roughly even card economy at best (inferred).
Effect & Interaction 5 Its only effect is a continuous Level change; it provides no disruption, negation, or removal for the opponent (verified).
Material Utility 72 Becomes Level 4 in face-up Defense Position, a clean LIGHT/Warrior material for Rank 4 Xyz or Level 4 Synchro, and 1900 DEF still walls when its effect is blanked (verified).
Resilience & Flexibility 42 Single body with no protection; dies to any removal, though the Defense-Position Level change keeps it functional across turns as a wall (inferred).
Deck-Building Efficiency 68 No archetype restriction, no locks, and no garnet requirements; 1–3 copies slot into any deck wanting a generic Level 4 body (verified).

Calculation

Weight profile: 0.7 Material body + 0.3 Utility. Intrinsic ≈ 61, Deck ≈ 59, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Generic Level 4 material body in face-up Defense Position (no archetype lock)
  • 1900 DEF makes it a reasonable wall on earlier turns
  • LIGHT/Warrior typing fits many Synchro and Xyz material needs
  • No self-locks, no garnet requirement, low deck-slot cost

Weaknesses

  • No search, no draw, and no card advantage of any kind
  • No disruption, negation, or removal — zero interaction with the opponent
  • Level 4 status only applies in face-up Defense Position, so effect negation reverts it to Level 3
  • 400 ATK makes it useless as an attacker
  • No combo evidence confirms it converts into a real board

Counters / choke points

  • Effect negation (e.g. Effect Veiler, Skill Drain) strips the Level 4 property
  • Any removal (destroy/banish/bounce) on summon or during the opponent's turn
  • Spell/Trap negation or removal aimed at the Synchro/Xyz line it enables

Best use

Material body / defensive Level 4 provider. Decks: Synchron, Junk, Warrior, Generic Rank 4. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: 'This card is Level 4 while in face-up Defense Position.'; It is a Level 3 LIGHT Warrior with 400 ATK / 1900 DEF and no archetype in the evidence.
  • Observed: 19 sampled decks run it in the main deck (avg 1.63 copies, max 3).; Top partners are Synchron/Junk-themed: Turret Warrior, Nitro Synchron, Speed Warrior, Tasuke Knight, Nitro Warrior (co-deck 84–100%).
  • Inferred: As a Level 4 body in Defense Position it can serve as material for Rank 4 Xyz or Level 4 Synchro summons.; It provides no card advantage, disruption, or search on its own.
  • 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











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