Spirit Shield
Trap Continuous

Spirit Shield

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Once per battle, when an opponent's monster declares an attack: You can banish 1 Fiend or Zombie monster from your GY; negate that attack. Once per turn, when your opponent activates a card or effect that would destroy a card(s): You can banish 1 Fiend or Zombie monster from your GY; negate that activation. Once per turn, during the End Phase, if you do not control a Fiend or Zombie monster: Send this card to the GY.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 9, 2026
53± 6/ 100
Power Score
Intrinsic 55
Deck 52

Spirit Shield — Power Evaluation

Final Score: 53 ± 6 · Confidence: Medium

  • Intrinsic: 55 · Deck: 52 · Meta: provisional
  • Primary role: Removal / Negation

Why it scores here

Spirit Shield is a set Continuous Trap whose value is three conditional negations: one attack negation per battle, one per-turn negation of destroy-type activations, and a self-send in the End Phase when no Fiend or Zombie is controlled. Every use costs a Fiend or Zombie banished from the GY, so its reliability depends on that resource and on the text's per-battle and per-turn limits. It is a single-copy interaction card (average 1.04 copies per deck) with no combo, material or searcher evidence, so it converts nothing beyond its own negations. The 45-deck sample across 14 archetypes supports real accessibility, but deck frequency is not treated as power.

Axis scores

Axis Score Evidence
Accessibility 60 Run in 45 of 45 sampled decks, usually one copy, across 14 archetypes, but no searcher or starter data exists to confirm how it is reached (observed, with inferred access from text).
Combo & Conversion 20 No combo boards are recorded and the card builds no board of its own, so conversion is text-only (inferred).
Resource Economy 35 Each use banishes a Fiend or Zombie as a cost and returns no card advantage; the End Phase self-send is a net loss of the card itself (verified, from text).
Effect & Interaction 70 Three distinct negations cover attacks and destroy-type activations, but the attack negation is once per battle and the activation negation is once per turn (verified, from text).
Material Utility 5 The card is a Trap and cannot be used as material or as a name, level or attribute provider (verified, from card type).
Resilience & Flexibility 45 It is a face-down backrow card that needs a Fiend or Zombie in the GY and is removed by backrow removal, with per-battle and per-turn limits (inferred from text).
Deck-Building Efficiency 60 One copy suffices and it is spread across 14 archetypes, but it needs Fiend or Zombie support to function (observed, with inferred restriction from text).

Calculation

Weight profile: Primary role only (Removal / Negation profile); no secondary blend. Intrinsic ≈ 55, Deck ≈ 52, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Three negation effects in one card, covering attacks and destroy-type activations
  • Played in 45 of 45 sampled decks across 14 archetypes, so it is easy to fit
  • One copy suffices, with no garnet or brick cost

Weaknesses

  • Needs a Fiend or Zombie banished from the GY for every activation
  • Attack negation is once per battle and activation negation is once per turn
  • Only negates activations that destroy cards, not other effects
  • Set Trap that is exposed to backrow removal before it is used

Counters / choke points

  • Backrow removal used before the card can be activated
  • Effects that are not destroy-type activations
  • Opponent boards where no Fiend or Zombie is available in the GY

Best use

Set-trap negation against attacks and destroy-type activations. Decks: Main deck in the sampled lines, most often Despia, Bystial/Byssted and Branded. Suggested copies: 1.

Evidence & gaps

  • Verified: Three effects: once-per-battle attack negation, once-per-turn destroy-activation negation, End Phase self-send if no Fiend or Zombie is controlled; Each negation requires banishing a Fiend or Zombie from the GY; Card type is Trap (Continuous), so it cannot be material; Present in 45 sampled decks, 97.8% main deck, average 1.04 copies
  • Observed: 14 distinct archetypes in the deck sample; Super Polymerization co-occurs in 84.4% of decks
  • Inferred: Its reach depends on how often a Fiend or Zombie is in the GY when it is needed; Backrow removal is the main way to strip it before use
  • Data gaps: No combos supplied, so combo conversion is text-only inference No guides supplied No usage statistics (StatisticsCard); inclusion is inferred from the 45-deck sample only No rulings supplied for the once-per-battle and once-per-turn interactions legal copies is given only for duellink; other formats' limits are unknown format values are unlabeled, so the format mix of the sample is unknown











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