EARTH
4Silver Sentinel
ATK:
1500
DEF:
1300
View:
3284
You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During the End Phase of the turn this Set card in your Spell & Trap Card Zone was destroyed by an opponent's card effect and sent to the Graveyard: Target 1 card your opponent controls (if possible); Special Summon this card from the Graveyard, and if you do, destroy that target (if any).
Silver Sentinel — Power Evaluation
Final Score: 49 ± 6 · Confidence: Medium
- Intrinsic: 49.5 · Deck: 49.2 · Meta: provisional
- Primary role: Utility · Secondary: Recovery/Recursion, Removal
Why it scores here
Silver Sentinel converts a narrow, opponent-dependent trigger into a modest 2-for-1: it Sets itself from hand as a Spell to dodge monster removal, and if the opponent destroys that Set card with a card effect, it returns from the Graveyard in the End Phase and pops one of their cards. That payoff never materialized in any recorded combo (0 appearances) and there is no searcher or guide evidence, so its value is entirely conditional on the opponent choosing to destroy it rather than ignoring or banishing it. Its 1500 ATK/DEF earns it nothing here; the score comes from clean Level 4 EARTH Warrior material value, a low deckbuilding cost, and genuine multi-zone resilience from recurring out of the Graveyard, all discounted by the reactive, unreliable trigger.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | It can be Set straight from hand as a Spell, but there is no searcher in the evidence and starter role is 0%, so access is purely draw-dependent (inferred). |
| Combo & Conversion | 18 | 0 combo appearances and 0 boards built from it — the effect does nothing proactive on its own (observed). |
| Resource Economy | 48 | When the trigger fires it trades the opponent's removal for a returned body plus a destroyed opponent card, roughly a +1, but only conditionally (inferred). |
| Effect & Interaction | 38 | It destroys exactly one opponent card, delayed to the End Phase and only if the opponent destroys the Set card first (verified). |
| Material Utility | 55 | A clean Level 4 EARTH Warrior, usable as generic Xyz/Link material when Normal Summoned, though unusable as material while Set as a Spell (verified). |
| Resilience & Flexibility | 58 | Setting it as a Spell dodges monster-targeted removal and it recurs from the Graveyard, making it useful as a hand, Spell/Trap-zone, or Graveyard resource (verified). |
| Deck-Building Efficiency | 55 | No locks or garnet and redundant 1-2 copies are fine, but it is really only worth a slot inside the Artifact package, averaging 1.57 copies across 7 decks (observed). |
Calculation
Weight profile: 0.7 Utility + 0.3 Recovery/Recursion. Intrinsic ≈ 49.5, Deck ≈ 49.2, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Sets itself from hand as a Spell, dodging monster-targeted removal and sitting outside normal monster interaction.
- Recurs from the Graveyard and destroys one opponent card when destroyed by an opponent's card effect, turning their removal into an approximate 2-for-1 in your favor.
- Clean Level 4 EARTH Warrior body that is a generic Xyz/Link material when Normal Summoned.
Weaknesses
- Entirely conditional: it only triggers if the opponent destroys the Set card with a card effect and sends it to the Graveyard — playing around it (ignoring or banishing it) turns it off.
- No combo appearances, no guides, and no searcher in the evidence; the payoff is text-only inference.
- Delayed payoff during the End Phase, giving the opponent a window and slow value.
- Really only meaningful inside the Artifact package (57% of its decks), where other cards can destroy it on demand.
Counters / choke points
- Non-destroying removal (banish or shuffle effects) denies the Graveyard trigger entirely.
- Removing it from the Graveyard before the End Phase (e.g. D.D. Crow-style effects) stops the Special Summon.
- Negating the Special Summon or the destruction (e.g. Solemn-style negation) blanks the payoff.
- Simply not destroying the Set card — attacking over the board or leaving it Set makes it a dead Spell.
Best use
Defensive Set-Spell utility / Graveyard recursion punisher. Decks: Artifact. Suggested copies: 1.
Evidence & gaps
- Verified: Text: 'You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card.'; Text: during the End Phase of the turn the Set card was destroyed by an opponent's card effect and sent to the GY, Special Summon it and destroy one opponent card (if any).; Level 4 EARTH Warrior, 1500 ATK / 1300 DEF, no archetype, legal in TCG/OCG/MasterDuel/DuelLinks.
- Observed: 7 recent decks run it, all main deck, averaging 1.57 copies (max 2).; Archetype split: Artifact 57.1%, Blackwings 28.6%, Evil Eye 14.3%.; 0 combo appearances and no guides supplied.
- Inferred: Its value is conditional on the opponent destroying the Set card, and it can be played around by not destroying it.; It is a defensive/recursion utility rather than a proactive starter or combo piece.; Its natural home is the Artifact package where other cards can destroy the Set card on demand.
- 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






