Spell
EquipSilver Wing
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3396
Equip only to a Level 8 or higher Dragon-Type Synchro Monster. Twice per turn, it cannot be destroyed by battle. If it would be destroyed by a card effect, you can destroy this card instead.
Silver Wing — Power Evaluation
Final Score: 33 ± 7 · Confidence: Medium
- Intrinsic: 32.2 · Deck: 33.3 · Meta: provisional
- Primary role: Utility
Why it scores here
Silver Wing is a narrow protective Equip Spell: it only does anything once you already control a Level 8 or higher Dragon-Type Synchro Monster, so it upgrades an existing board rather than building one. Its protection (battle-destruction immunity twice per turn, plus a self-sacrifice redirect for effect destruction) adds real staying power to a boss, but it produces no card advantage and offers no interaction with the opponent. The 14 recorded decks (Blue-Eyes 35.7%, Galaxy Photon 28.6%, 1.64 copies average) and 0 combo appearances confirm it is a modest, situational protection slot rather than a core engine piece. Its zero ATK/DEF and lack of disruption earn it no credit; the score is driven by narrow accessibility, low conversion, and near-zero interaction.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | An unsearchable, archetype-less Equip Spell that is only live behind an already-established Level 8+ Dragon Synchro; it still appears in 14 decks (Blue-Eyes 35.7%, Galaxy Photon 28.6%) at 1.64 copies (observed). |
| Combo & Conversion | 15 | Combos evidence shows 0 appearances, 0 as_starter, and the text gives no summon or setup, so it converts nothing on its own and only reinforces a board that already exists (verified). |
| Resource Economy | 20 | It is a net -1 that either sits unused or destroys itself to save a monster, with no draw, search, or graveyard refuel in its text (inferred). |
| Effect & Interaction | 8 | The card provides no negation, removal, or disruption against the opponent — only destruction protection for your own monster (verified). |
| Material Utility | 5 | As an Equip Spell it contributes no body, Level, Attribute, or material value to any summon (verified). |
| Resilience & Flexibility | 38 | Battle protection applies up to twice per turn and effect destruction can be redirected onto the Equip, but it shields only one specific monster in one zone and dies to backrow removal (verified). |
| Deck-Building Efficiency | 35 | Cheap as a single slot, but it demands both a matching Level 8+ Dragon Synchro target and the willingness to run a non-engine protection card that can brick on its own (inferred). |
Calculation
Weight profile: Utility / no clear role (default profile), single role — no secondary blend. Intrinsic ≈ 32.2, Deck ≈ 33.3, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Grants battle-destruction immunity twice per turn to a Level 8+ Dragon Synchro
- Can sacrifice itself to prevent its equipped monster from being destroyed by a card effect
- Observed across 6 archetypes (Blue-Eyes, Galaxy Photon, Crimson Dragon, Stardust, Primite), so the target condition is achievable in several Dragon Synchro decks
Weaknesses
- Completely dead without a Level 8 or higher Dragon-Type Synchro Monster already on the field
- Generates no card advantage, no search, and no recursion
- Offers zero disruption, negation, or removal against the opponent
- Narrow target restriction with no archetype search support
- Protects only one monster and can be answered by backrow removal
Counters / choke points
- Backrow removal before the equipped boss matters (e.g. Mystical Space Typhoon / Cosmic Cyclone)
- Non-destruction removal such as banish, bounce, or send-to-graveyard bypasses both protections
- Removing or negating the Level 8+ Dragon Synchro target leaves the Equip stranded
- Effect-negation of the Equip's own activation
Best use
Protection attached to a Level 8+ Dragon Synchro boss. Decks: Blue-Eyes, Galaxy Photon, Crimson Dragon. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: Equip only to a Level 8 or higher Dragon-Type Synchro Monster; Card text: the equipped monster cannot be destroyed by battle twice per turn; Card text: if it would be destroyed by a card effect, you can destroy this card instead; Card is an Equip Spell with 0 ATK / 0 DEF and no archetype
- Observed: 14 recent decks run it, all in the main deck, at 1.64 copies average (max 2); Archetype split: Blue-Eyes 35.7%, Galaxy Photon 28.6%, Crimson Dragon 14.3%, Stardust 7.1%, Primite 7.1%; Combos evidence records 0 appearances and 0 as_starter / as_material / as_payoff
- Inferred: The card only functions after a Level 8+ Dragon Synchro is already established, so its real value is defensive reinforcement of an existing board; It produces no card advantage and needs no combo line, making it a low-ceiling protection slot; No search route exists within the archetypes that run it, so it must be drawn
- 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 legal_copies map empty in evidence






