Trap
NormalSpirit Force
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3090
During your opponent's turn, at damage calculation: Make the battle damage you take from this battle 0, then you can add 1 Warrior-Type Tuner monster with 1500 or less DEF from your Graveyard to your hand.
Spirit Force — Power Evaluation
Final Score: 38 ± 6 · Confidence: Medium
- Intrinsic: 38 · Deck: 38 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Utility, Material body
Why it scores here
Spirit Force is a Normal Trap that converts one set backrow slot into a single battle-damage nullification plus the recovery of a Warrior-Type Tuner with 1500 or less DEF from the Graveyard, effectively rebuying material for another Synchro play in Junk/Synchron/Stardust-style builds. It shows up in 9 recent decks, always as exactly one main-deck copy, but appears in 0 recorded combo boards, so its contribution is a thin layer of grind and defense rather than an engine. Its 0 ATK/DEF and Trap body earn nothing — the score comes from cost-free Graveyard recursion that carries no archetype lock. The ceiling is capped because it is a slow, situational trap that only functions during the opponent's turn at damage calculation and needs a qualifying Warrior Tuner already in the Graveyard.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 30 | Normal Trap with no archetype, searcher, or combo data; it must be drawn and set, and is only live during the opponent's turn at damage calculation (observed: 9 decks, exactly 1 copy each). |
| Combo & Conversion | 22 | Builds nothing on its own with 0 combo appearances; it only rebuys an existing Warrior Tuner to enable a follow-up Synchro (observed). |
| Resource Economy | 50 | Trades the Trap for a Warrior-Type Tuner returned from the Graveyard to hand while nullifying one battle's damage, with no additional card cost (verified). |
| Effect & Interaction | 35 | Only zeroes battle damage in a single battle; it removes nothing and negates none of the opponent's effects (verified). |
| Material Utility | 28 | The Trap itself cannot be used as material, but it recovers a Warrior-Type Tuner body that feeds further Synchro summons (inferred). |
| Resilience & Flexibility | 25 | Dead whenever the opponent does not battle into damage calculation or no valid Warrior-Type Tuner sits in the Graveyard; no multi-zone or repeatable use (inferred). |
| Deck-Building Efficiency | 45 | Occupies a single non-archetype slot with no lock, garnet, or combo requirement, but is a situational one-of rather than a redundant staple (observed). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Utility (default). Intrinsic ≈ 38, Deck ≈ 38, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Cost-free Graveyard recursion of a Warrior-Type Tuner with 1500 or less DEF, rebuying material for another Synchro summon
- Nullifies all battle damage from a chosen battle during the opponent's turn
- No archetype lock, no garnet, and no self-restriction — splashes into any Warrior-Tuner Synchro build
- Observed in 9 recent decks, always as a clean one-of with 100% co-appearance alongside Stardust Dragon
Weaknesses
- Slow Normal Trap: must be drawn, set, and survives a turn before doing anything
- Only usable during the opponent's turn at damage calculation, so it is dead in non-battle turns
- Requires a Warrior-Type Tuner with 1500 or less DEF to already be in the Graveyard, otherwise it is a blank battle-damage blocker
- Zero combo presence (0 appearances in recorded boards) — no evidence it drives or extends a line
- 0 ATK/DEF and Trap frame give no board presence or material value on their own
Counters / choke points
- Backrow removal before the battle — Mystical Space Typhoon, Cosmic Cyclone, Harpie's Feather Duster, Lightning Storm
- Trap negation — Solemn Judgment, Wiretap-style effects, or generic Spell/Trap negates
- Graveyard disruption removing the Warrior-Type Tuner target — Called by the Grave, D.D. Crow, Dimension Shifter
- Avoiding battle entirely (burn, direct-effect damage, or control lines that never enter damage calculation)
Best use
One-of defensive trap that rebuys a Warrior-Type Tuner from the Graveyard for a follow-up Synchro play. Decks: Synchron, Junk, Stardust, Crimson Dragon. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: during the opponent's turn, at damage calculation, make battle damage taken from that battle 0, then optionally add 1 Warrior-Type Tuner monster with 1500 or less DEF from the Graveyard to the hand; Card is a Normal Trap with no archetype, 0 ATK/DEF, and is legal in TCG, OCG, Master Duel and Duel Links
- Observed: Runs in 9 recent decks, all main deck, always exactly 1 copy per deck; Archetype spread: Crimson Dragon 22.2%, Synchron 22.2%, Stardust 22.2%, Junk 22.2%, no-archetype 11.1%; Co-deck rates: Stardust Dragon 100%, Shooting Star Dragon 88.9%, and 77.8% with Stardust Synchron, Formula Synchron, Junk Warrior, Monster Reborn and Scrap-Iron Scarecrow; 0 appearances across all recorded combo boards (0% as starter, searched, material or payoff)
- Inferred: Practical function is Graveyard recursion of Junk/Turbo/Nitro/Stardust Synchron-type Warrior Tuners to enable an extra Synchro summon on a later turn; The battle-damage clause is a situational defensive bonus rather than a reliable disruption tool, since it needs the opponent to attack and reach damage calculation; Despite 5 distinct archetype labels, the deck homes cluster around one Yusei/5D's Synchron-Stardust theme, so real portability is narrower than the raw archetype count suggests
- 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 the 9-deck sample only






