Spell Shield Type-8
Trap Counter

Spell Shield Type-8

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Activate 1 of these effects. ● When a Spell Card is activated that targets exactly 1 monster on the field: Negate the activation, and if you do, destroy it. ● When a Spell Card is activated: Send 1 Spell Card from your hand to the Graveyard; negate the activation, and if you do, destroy it.




 
 
AI Power Analysis
Removal / NegationConfidence: Medium
49± 6/ 100
Power Score
Intrinsic 50
Deck 48

Spell Shield Type-8 — Power Evaluation

Final Score: 49 ± 6 · Confidence: Medium

  • Intrinsic: 50 · Deck: 48 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Floodgate/Control

Why it scores here

Spell Shield Type-8 is a Counter Trap that negates and destroys Spell Cards, so the points come from being hard-to-respond-to interaction rather than any stat line. Its ceiling is capped: mode 1 only answers a Spell that targets exactly one monster, and mode 2, while able to negate any Spell activation, costs a Spell from hand and is therefore a -1 that needs a specific card type in hand to even be live. It carries no archetype, no search route, no body, and appears in zero recorded combo boards, so combo conversion and material utility are near the floor. Its real value is a modest, splashable control tech that shows up mainly in Gadgets and other Trap-heavy control decks, not a card that wins games on its own.

Axis scores

Axis Score Evidence
Accessibility 45 A normal Counter Trap with no archetype and no search route, so it is only live when drawn, set, and the opponent actually activates a qualifying Spell (verified from card text; no searcher in evidence).
Combo & Conversion 12 It appeared in 0 of the recorded combo boards and does nothing on its own turn, producing no bodies or end-board (observed: combos_evidence appearances = 0).
Resource Economy 40 Mode 1 trades 1-for-1 (negate + destroy), while mode 2 is a -1 because it discards a Spell Card from hand, so card economy is roughly even at best (verified from card text).
Effect & Interaction 56 A Counter Trap (hard to respond to) that negates Spell activations, but mode 1 is restricted to Spells targeting exactly 1 monster and mode 2 needs a Spell in hand, making it situational rather than flexible (verified from card text).
Material Utility 5 It is a Trap Card with no body, Level, Attribute or Type, so it cannot serve as material under any circumstances (verified from card type/frame).
Resilience & Flexibility 32 One-shot, face-down Trap that is dead against Spell-light opponents and blanked by any backrow removal, with no recursion or multi-zone use (inferred from card text).
Deck-Building Efficiency 50 No locks, no garnets and redundant copies are playable, but it occupies a Trap slot that must be committed before knowing the matchup, averaging 1.21 copies across 53 decks (observed: decks_evidence copies_per_deck).

Calculation

Weight profile: Primary Removal / Negation, no meaningful secondary to blend. Intrinsic ≈ 50, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Counter Trap speed — opponent has very limited windows to respond to the negation itself
  • Mode 2 can negate any Spell Card activation, not just targeting Spells
  • No archetype lock and no garnet requirement, so it can be slotted into many Trap-heavy decks at low cost
  • Mode 1 is a cost-free 1-for-1 trade against Spell-based removal

Weaknesses

  • Mode 1 only answers a Spell that targets exactly one monster on the field, a narrow condition
  • Mode 2 requires discarding a Spell Card from hand, making it a -1 that is often not live
  • Must be set first, so it is one turn slow and gives the opponent a window
  • No archetype, no search, no recursion and no body — contributes nothing to combos or boards
  • Dead card against Spell-light or monster-effect-heavy opponents

Counters / choke points

  • Backrow removal such as Mystical Space Typhoon, Dust Tornado or Heavy Storm
  • Royal Decree / anti-Trap effects
  • Opponents who win through monster effects, hand traps or non-targeting Spells
  • Denko Sekka-style effects that stop Trap setting/activation

Best use

Situational Spell-negation tech in a Trap-heavy control shell. Decks: Gadgets, Control / stun Trap decks. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Counter Trap with two modes — negate a Spell that targets exactly 1 monster, or discard 1 Spell from hand to negate any Spell activation, destroying it in both cases; Card metadata: Trap Card, Counter race, no archetype, 0 ATK/DEF, legal in TCG/OCG/MasterDuel/DuelLinks; Banlist token absent — assumed 3 copies unlimited
  • Observed: 53 decks run it, all in the Main Deck, with copies_per_deck avg 1.21 (47 decks use 1 copy); Gadgets account for 28 of 53 decks (52.8%); 14 distinct archetypes total; usage_statistics show 100% inclusion at 1 typical copy within Gadgets; 0 combo appearances — no recorded board uses it as starter, material, payoff, or end-board piece; Top co-deck partners are classic Trap/spell-removal cards (Mystical Space Typhoon 83%, Heavy Storm 73.6%, Torrential Tribute 71.7%)
  • Inferred: Because it is a face-down Counter Trap with no search route, its live rate depends on drawing it and the opponent activating a qualifying Spell; Mode 2 is a net -1 (discard a Spell) unless the negated Spell would have generated more advantage; The partner list containing historically banned cards (Heavy Storm, Snatch Steal, Trap Dustshoot) suggests the deck sample mixes older and modern formats, so inclusion signals should be treated cautiously
  • 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 deck sample mixes historically banned partner cards, so format context of the 53 decks is unclear











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