Spirit Elimination
Spell Normal

Spirit Elimination

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When monsters in the Graveyard are removed from play, remove monsters on your side of the field from play as substitutes. This card remains active until the end of the turn that it is activated. The substitutes remain removed from play.




 
 
AI Power Analysis
UtilityConfidence: LowEvaluated Jan 1, 2026
17± 7/ 100
Power Score
Intrinsic 20

Spirit Elimination — Power Evaluation

Final Score: 17 ± 7 · Confidence: Low

  • Intrinsic: 20 · Deck: — · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Spirit Elimination is a Normal Spell whose only function is to substitute monsters you control on the field for Graveyard monsters that would be banished, and only until the end of the turn it is activated. It generates no card advantage, provides no disruption, and does nothing on its own or from the hand unless a very specific banish-from-GY scenario is already happening. Its 0 ATK/DEF-adjacent statistics and lack of an archetype earn it nothing; the score is driven purely by the narrowness and card-negative nature of the effect. With zero recorded decks, combos, or guide mentions, it is a fundamentally unplayed utility card and scores as a low-end niche pick rather than a functional engine piece.

Axis scores

Axis Score Evidence
Accessibility 30 It is a plain Normal Spell with no archetype or stated searcher, so it is draw-only and the effect is dead unless a GY banish is already occurring (inferred).
Combo & Conversion 8 Evidence shows 0 combo appearances and 0% as starter/material/payoff, and the text itself builds nothing on its own (verified).
Resource Economy 12 The effect swaps a live field monster out of play instead of the Graveyard monster, a straight loss of board presence with no refuel or search (verified).
Effect & Interaction 5 The card provides no negation, removal, or any interaction with the opponent's plays (verified).
Material Utility 5 It is a Spell with no body, Level, or Attribute to contribute as material (verified).
Resilience & Flexibility 12 The effect is active only until the end of the turn it is activated and depends on an opposing or self-driven banish already happening, so it is dead in most game states (verified).
Deck-Building Efficiency 20 It costs one slot but is a situational brick with no redundancy, no search route, and no archetype to slot into (inferred).

Calculation

Weight profile: Primary role Utility (default profile) — no secondary blend applied; secondary Recovery/Recursion not blended since combo evidence is absent. Intrinsic ≈ 20, Deck ≈ —, Meta = provisional. Modifiers: Situational brick / near-dead card (-3). Final formula: Final = Intrinsic (no decks AND no combos supplied; Deck = null, provisional)

Strengths

  • Costs only one Spell/Trap slot with no archetype or lock-in restriction
  • Legally playable in both TCG and OCG at the assumed 3 copies
  • Can theoretically preserve a Graveyard monster you want to keep by trading an expendable field monster instead

Weaknesses

  • Removes your own field monsters from play permanently, which is usually a loss of board presence
  • Only active until the end of the turn it is activated
  • Provides no card advantage, no search, and no refuel
  • Offers no interaction with the opponent at all
  • Conditional trigger means it is useless unless a Graveyard banish is already happening
  • No archetype, no searcher route, and zero recorded deck, combo, or guide usage

Counters / choke points

  • Spell/Trap negation such as Solemn Judgment or a negating monster effect
  • Chainable Spell/Trap removal (e.g. Mystical Space Typhoon, Cosmic Cyclone) to destroy it before the banish resolves
  • Simply attacking over or removing the field monsters you would use as substitutes
  • Playing around it by not triggering Graveyard banish effects during that turn

Best use

Niche one-of utility for Graveyard-banish protection; not recommended as a functional inclusion. Suggested copies: 0.

Evidence & gaps

  • Verified: Card is a Normal Spell, card frame 'spell', with no archetype (archetype: null); Card text: when Graveyard monsters are removed from play, monsters on your side of the field are removed from play as substitutes; Card text: the card remains active only until the end of the turn it is activated, and the substitutes remain removed from play; Legal in TCG and OCG; no banlist token supplied, assumed 3 copies; 0 decks, 0 combos, 0 guides, and no usage-statistics rows are recorded for this card
  • Observed: share of combos is 0 with 0 appearances, so the card is never a recorded starter, searched piece, material, or payoff; deck data reports 0 total decks, 0 main, 0 side, and 0 distinct archetypes
  • Inferred: Because the effect swaps out a field monster, running it is usually a net loss of board presence; No archetype membership or searcher route is evident from the text, so it is draw-only; Even blanked or in the Graveyard it provides no material or recursion value
  • Data gaps: no decks supplied — deck/synergy signals unavailable 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 no dated metagame sample available, so meta power is null/provisional











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