Spirit Burner
Spell Equip

Spirit Burner

  • View:
  • 2568




Once per turn, you can change the battle position of the equipped monster to Defense Position. When the equipped monster is returned from the field to the hand and this card is sent to the Graveyard, inflict 600 damage to your opponent. If this card is in the Graveyard, you can add it to your hand instead of conducting a normal draw during your Draw Phase.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Jan 1, 2026
44± 6/ 100
Power Score
Intrinsic 41
Deck 44

Spirit Burner — Power Evaluation

Final Score: 44 ± 6 · Confidence: Medium

  • Intrinsic: 41 · Deck: 44 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion, Removal

Why it scores here

Spirit Burner is a cheap, generic Equip Spell whose real payoff is a slow 600-damage burn every time the equipped monster is returned from the field to the hand, plus a Graveyard clause that recycles it instead of a normal draw. Nothing in the evidence shows it starting or building a board — it appears in 0 of the recorded combos — so its value is limited to being a low-cost utility/consolation tech that some decks already run at a single copy. It earns its score purely from being a one-slot, no-lock, self-recurring card that several archetypes (Arcana Force, Superheavy Samurai, Train) actually play in the main deck; the fact that it is a Spell with no ATK/DEF at all means no stats contribute anything here. Its ceiling is capped by needing an external bounce/return-to-hand engine to do anything beyond the once-per-turn position change.

Axis scores

Axis Score Evidence
Accessibility 35 It is an unsearchable 1-of Equip Spell in every deck sample (avg 1.0 copies, 12/12 main deck) with no searcher route shown and 0 as_searched appearances (observed).
Combo & Conversion 22 It does nothing on its own — the 600 burn needs an equipped monster plus a separate return-to-hand effect, and it appears in 0 recorded combos with no avg_power_index to confirm any board built (observed).
Resource Economy 42 Its Graveyard effect adds it back to hand instead of a normal draw, which is draw-neutral rather than plus-advantage, and the equip itself is a -1 investment (verified).
Effect & Interaction 20 Its only opponent-facing effect is 600 burn damage tied to a narrow trigger; it offers no negation, no removal, and no disruption (verified).
Material Utility 12 It is a Spell Card with no body, Level, Type or Attribute to contribute as material (verified).
Resilience & Flexibility 45 It operates across hand, field and Graveyard and recovers itself from the GY, so losing the equip is not terminal, though the burn trigger itself is easy to interrupt by removing the equipped monster (inferred).
Deck-Building Efficiency 55 It costs a single slot with no lock, no engine requirement to include and no garnet, and all 12 sampled decks run exactly one copy (observed).

Calculation

Weight profile: 0.7 Utility (default) + 0.3 Recovery/Recursion. Intrinsic ≈ 41, Deck ≈ 44, Meta = provisional. Modifiers: Exceptional compactness (1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Fully generic Equip Spell with no archetype restriction, splashable into any deck that bounces its own monsters
  • Self-recovers from the Graveyard by replacing a normal draw, so it can be re-used turn after turn
  • Only costs one main-deck slot with no lock or garnet
  • Free once-per-turn battle position change on the equipped monster

Weaknesses

  • Unsearchable 1-of with no demonstrated search route, so it is frequently not in hand
  • Its damage effect requires an external return-to-hand engine that the card itself does not provide
  • 600 damage per trigger is slow and does not build or defend a board
  • No negation, removal, or interaction of any kind against the opponent

Counters / choke points

  • Backrow removal (Mystical Space Typhoon / Cosmic Cyclone) strips the equip before the trigger resolves
  • Removing the equipped monster denies the burn trigger entirely
  • Negation of the Equip Spell on activation
  • Decks that win fast make a 600-damage trickle irrelevant

Best use

Single-slot burn/utility tech with Graveyard self-recursion. Decks: Arcana Force, Superheavy Samurai, Train, Battlin' Boxer, Phantom Knights. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: once per turn change the equipped monster's battle position to Defense Position; Card text: 600 damage to the opponent when the equipped monster is returned from the field to the hand and this card is sent to the Graveyard; Card text: while in the Graveyard it can be added to hand instead of conducting a normal draw during the Draw Phase; It is an Equip Spell Card with 0 ATK / 0 DEF and no archetype; Legal in TCG, OCG, Master Duel and Duel Links
  • Observed: 12 sampled decks run it, all in the main deck, all at exactly 1 copy; 5 distinct archetypes use it (Arcana Force 33.3%, Superheavy Samurai 25%, Train 25%, Battlin' Boxer 8.3%, Phantom Knights 8.3%); 0 recorded combo appearances, 0 as_starter, 0 as_searched, 0 as_material, 0 as_payoff; No guides mention the card and no StatisticsCard usage data exists
  • Inferred: The 600-damage trigger is only reachable with a separate effect that returns the equipped monster from the field to the hand; The Graveyard clause is card-economy neutral because it substitutes for a draw rather than adding a card; As an unsearchable 1-of, its practical rate of being in hand is low; The burn loop is slow and does not convert into a disruptive end board
  • 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











https://metaduelist.com/
Top