Spell
NormalSpell Power Grasp
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3990
Target 1 face-up card on the field that you can place a Spell Counter on; place 1 Spell Counter on that target, then you can add 1 "Spell Power Grasp" from your Deck to your hand. You can only activate 1 "Spell Power Grasp" per turn.
Spell Power Grasp — Power Evaluation
Final Score: 46 ± 7 · Confidence: Medium
- Intrinsic: 44 · Deck: 48 · Meta: provisional
- Primary role: Combo enabler · Secondary: Starter, Utility
Why it scores here
Spell Power Grasp is a narrow Spell Counter engine card: it places 1 Spell Counter on an existing face-up card that can hold one and then replaces itself by adding another copy from the Deck, so it is close to card-neutral while feeding the Spell Counter resource that Endymion-style decks convert into summons and searches. Its 0 ATK/DEF and Normal Spell status earn no points — what earns points is the free, self-replacing counter and its confirmed centrality in Spell Counter builds (Endymion 49.5% + 12.9% of its 101 decks, Magical Citadel of Endymion as an 83.2% co-deck). It is heavily capped by its conditional target requirement (dead with no Spell-Counter-accepting card on board), its one-activation-per-turn clause, and the fact that no combo evidence exists showing it building a board by itself. It is a support/engine piece rather than a starter, so the final score lands in the mid-40s.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | A costless Normal Spell run at 3 copies in most builds (61 of 101 decks run 3) that self-searches another copy from Deck, but it cannot be activated at all without a face-up card that can accept a Spell Counter (verified). |
| Combo & Conversion | 30 | On its own it produces only 1 Spell Counter and a replacement copy; combo data shows 0 appearances, 0 starter role and 0 material role, so board-building is text-only inference of counter fuel for other cards (observed/inferred). |
| Resource Economy | 55 | It is roughly card-neutral (spend 1, add 1 copy from Deck) while granting a counter for free, which also triggers other 'when a Spell Card is activated' counter effects (inferred). |
| Effect & Interaction | 5 | The text provides no removal, negation or disruption of any kind against the opponent (verified). |
| Material Utility | 12 | It is a Spell with no body, level, attribute or Type to use as material; its only 'material' contribution is being a Spell Card activation and a counter holder (verified). |
| Resilience & Flexibility | 42 | The self-add is an optional 'then you can' effect that a single Ash Blossom & Joyous Spring negates, and the 'only 1 activation per turn' clause makes the searched copy wait for a later turn (verified/inferred). |
| Deck-Building Efficiency | 55 | Low slot cost and no garnet or lock inside its home shells (avg 2.45 copies, max 3), but it is functionally dead in any deck without Spell Counter cards, so it is not splashable (observed). |
Calculation
Weight profile: 0.7 Combo enabler + 0.3 Utility / no clear role. Intrinsic ≈ 44, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Self-replacing: adds another copy of itself from the Deck, so it is effectively card-neutral
- No cost, no lock, no once-per-turn cap on copies run — a clean 3-of engine card
- Directly feeds the Spell Counter resource that Endymion and Spell Counter decks convert into summons and searches
- Its Spell Card activation also triggers other cards that reward 'when a Spell Card is activated' (e.g. Magical Citadel of Endymion, partnered in 83.2% of its decks)
- High confirmed centrality in Spell Counter shells (Endymion 49.5% + 12.9%, Mythical Beast, Spellbook variants)
Weaknesses
- Cannot be activated without a face-up card that can accept a Spell Counter — dead in the opening hand without engine setup
- Only 1 activation per turn, so the copy it fetches cannot be used the same turn
- Produces no board presence, no material and no interaction on its own
- Narrow: near-useless outside Spell Counter decks, so it is not a generic staple
- The whole payoff (the Deck add) is a single optional 'then you can' effect
Counters / choke points
- Ash Blossom & Joyous Spring (negates the Deck-to-hand add, turning it into a pure -1)
- Cards that negate or prevent Spell Card activation
- Removing the target Spell-Counter holder so no legal target exists
- Droll & Lock Bird-style effects that stop multi-card deck searching
- Anti-Spell Fragrance / backrow control that delays Normal Spell usage
Best use
Spell Counter engine piece / self-replacing combo enabler. Decks: Endymion (Spell Counter), Mythical Beast, Spellbook counter variants, Dark Magician Spell Counter builds. Suggested copies: 3.
Evidence & gaps
- Verified: Card text: target 1 face-up card you can place a Spell Counter on, place 1 Spell Counter, then optionally add 1 'Spell Power Grasp' from Deck to hand; Card text: only 1 'Spell Power Grasp' can be activated per turn; Card is a Normal Spell with 0 ATK / 0 DEF and no archetype, legal in TCG/OCG/MasterDuel/DuelLinks; 101 recorded decks run it, avg 2.45 copies, max 3 (16 decks at 1, 24 at 2, 61 at 3)
- Observed: Endymion is the dominant home: 50 decks (49.5%) plus 13 decks (12.9%) in a second Endymion archetype entry; Magical Citadel of Endymion co-occurs in 84 decks (83.2%) and Spell Power Mastery in 64 (63.4%); 20 distinct archetypes appear, but the tail is thin (Spellbook 5, Dark Magician 4, Mythical Beast 3, Exodia 3, Paleozoic 2, Umi Control 2); combo data contains 0 appearances — no recorded starter/material/payoff usage in any combo board; usage statistics: 100% inclusion in Umi Control at 1 typical copy
- Inferred: Because it needs a card that can accept a Spell Counter, it is unplayable without a counter-holding card on board; Card-neutral: the activation costs one card and the Deck add returns one card, so net hand size is unchanged while a counter is gained for free; The Spell Card activation also triggers 'when a Spell Card is activated' counter effects, giving incidental synergy with Magical Citadel of Endymion; The copy added to hand cannot be used the same turn due to the once-per-turn activation clause
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no dated metagame sample, so meta power is null no per-turn average board power index available for boards containing this card






