Shine Palace
Spell Equip

Shine Palace

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Equip only to a LIGHT monster. It gains 700 ATK.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Feb 14, 2026
26± 5/ 100
Power Score
Intrinsic 28
Deck 25

Shine Palace — Power Evaluation

Final Score: 26 ± 5 · Confidence: Medium

  • Intrinsic: 28 · Deck: 25 · Meta: provisional
  • Primary role: Utility

Why it scores here

Shine Palace is a bare equip Spell whose entire text is "Equip only to a LIGHT monster. It gains 700 ATK." — a small stat boost with no search, no card advantage, no disruption and no combo potential. The 5 recorded decks that run it are Toon builds, where it is a minor filler body-boost rather than a starter or payoff, and it appears in 0 recorded combos. Its modest ATK gain earns it essentially nothing: the score is driven almost entirely by how cheaply it can be slotted and how generic its equip condition reads, not by any high-impact effect.

Axis scores

Axis Score Evidence
Accessibility 30 Unsearchable equip Spell that requires a LIGHT monster on board before it does anything, with no searcher route shown in evidence (inferred).
Combo & Conversion 8 No combo appearances at all (0 total combos) and the effect builds no board or extension (observed).
Resource Economy 15 It is a pure -1 that adds only ATK and never refunds or generates advantage (verified).
Effect & Interaction 5 Card text provides no negation, removal, or disruption of any kind (verified).
Material Utility 5 As an Equip Spell it contributes no monster body, name, Level, or Attribute for material use (verified).
Resilience & Flexibility 15 Only functions while a LIGHT monster is present and is lost to any Spell/Trap removal, with no graveyard or multi-zone utility (inferred).
Deck-Building Efficiency 32 A single low-cost slot with no garnet or lock, but it delivers so little that running it is a weak use of space (inferred).

Calculation

Weight profile: 1.0 Utility / no clear role (default). Intrinsic ≈ 28, Deck ≈ 25, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Generic equip condition that reads as usable in any LIGHT-based deck
  • Very low deckbuilding cost: one slot, no locks or garnets
  • Simple, unambiguous text with reliable timing

Weaknesses

  • Only grants +700 ATK — no card advantage, recursion, or disruption
  • Requires an existing LIGHT monster to be live
  • Unsearchable within the observed evidence
  • Appears in zero recorded combo boards, confirmed as filler rather than a combo piece

Counters / choke points

  • Mystical Space Typhoon / Twin Twisters / Cosmic Cyclone (any Spell/Trap removal)
  • Negating the Equip activation leaves a dead -1
  • Duelists who remove or blank the equipped LIGHT monster
  • Cards that prevent targeting or equipping

Best use

Minor ATK-boost filler equip. Decks: Toon. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: "Equip only to a LIGHT monster. It gains 700 ATK."; No banlist token in evidence; assumed unlimited at 3 copies
  • Observed: Ran in 5 recorded decks, 5 main-deck, average 1.4 copies; Archetype spread: Toon 40%, plus Dark Magician, Eyes Restrict and an unclassified deck at 20% each; 0 combo appearances across all recorded boards; 0 guides mention the card
  • Inferred: Requires an existing LIGHT monster to be live, so it is dead in the opener without one; Pure -1 with no refund, since the effect grants only ATK; No searcher route is shown, so accessibility relies on raw draw
  • 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 sample of only 5 decks is too thin to establish a stable inclusion rate











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