Tachyon Spiral Galaxy
Trap Normal

Tachyon Spiral Galaxy

  • Archetype:
  • Galaxy-Eyes

  • View:
  • 5024




Target 1 Dragon "Galaxy" monster you control; until the end of this turn, it cannot be destroyed by battle, also it is unaffected by other card effects, except its own. You can only activate 1 "Tachyon Spiral Galaxy" per turn. If you control a "Galaxy-Eyes Tachyon Dragon" monster, you can activate this card from your hand.




 
 
AI Power Analysis
Negation/InteractionConfidence: MediumEvaluated Oct 1, 2026
56± 6/ 100
Power Score
Intrinsic 55
Deck 57

Tachyon Spiral Galaxy — Power Evaluation

Final Score: 56 ± 6 · Confidence: Medium

  • Intrinsic: 55 · Deck: 57 · Meta: provisional
  • Primary role: Negation/Interaction · Secondary: Utility

Why it scores here

Tachyon Spiral Galaxy earns its points as a near-universal defensive piece in the Galaxy/Tachyon family: it appears in 400/400 of the sampled decks and reaches 100% inclusion in Cipher and 85.7% in Tachyon, and it converts those slots into real protection by making one Dragon "Galaxy" monster immune to battle destruction and to all other card effects for the turn, with the bonus of being activatable straight from hand while a Galaxy-Eyes Tachyon Dragon is on board. It is not a combo card and builds nothing on its own, so its combo-conversion score is low, and its effect-interaction value is purely defensive and temporary. Its zero ATK/DEF and generic stat line were ignored entirely; nothing here was scored on size, rarity, or play frequency. The main drags are its archetype-locked target requirement and the absence of any recorded combo evidence to confirm measurable board impact.

Axis scores

Axis Score Evidence
Accessibility 72 It is a near-staple in its homes (100% of Cipher decks, 85.7% of Tachyon decks, 73.7% of Therion decks) and can be fired straight from hand while you control a Galaxy-Eyes Tachyon Dragon, though as a Trap it is otherwise slow to set (observed).
Combo & Conversion 18 It adds no bodies and does not advance any line; it only shields an already-summoned Galaxy Dragon, so board-building contribution is negligible and 0 combo appearances were recorded (inferred).
Resource Economy 45 Spending one Trap to stop a boss from being destroyed or removed is roughly card-neutral and never generates added advantage (inferred).
Effect & Interaction 62 Granting 'cannot be destroyed by battle' plus 'unaffected by other card effects, except its own' blanks most removal for the turn, which is strong but temporary and single-target (verified).
Material Utility 5 As a Normal Trap it has no body and cannot be used as material, so it offers no value as a Level/Attribute provider or effect-negated body (verified).
Resilience & Flexibility 55 It is live from hand or field and repeatable once per turn via its activation clause, but each copy is a one-shot protection that expires at the end of the turn (verified).
Deck-Building Efficiency 62 It costs only about one to two slots with no locks or garnets and sits at an average 1.46 copies across 400 decks, though it is only functional in Galaxy/Tachyon builds (observed).

Calculation

Weight profile: 0.7 Negation/Interaction + 0.3 Utility. Intrinsic ≈ 55, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Near-universal inclusion in its archetype family (100% Cipher, 85.7% Tachyon, 73.7% Therion) confirms it is a practical, not niche, pick
  • Makes one Dragon 'Galaxy' monster immune to battle destruction and to all other card effects for the turn, blanking most removal
  • Can be activated from hand while controlling a Galaxy-Eyes Tachyon Dragon, sidestepping normal Trap slowness
  • Low slot cost with no locks, garnets, or archetype-lock restrictions

Weaknesses

  • Archetype-restricted: requires you to control a Dragon 'Galaxy' monster as the target
  • Purely defensive — adds no bodies, no card advantage, and no combo extension
  • Protection is temporary (until end of turn) and applies to only one monster
  • No combo evidence was supplied, so its actual board impact is unmeasured

Counters / choke points

  • Tributing/summoning procedures like Kaiju or Lava Golem that remove the monster without 'affecting' it
  • Trap negation or effect negation (e.g. counter traps) before this resolves
  • Removing the target or the Galaxy-Eyes Tachyon Dragon before the hand-activation condition is met
  • Backrow removal hitting this Set card before it can be activated

Best use

Defensive protection for a Dragon 'Galaxy' boss on the opponent's turn. Decks: Galaxy-Eyes Tachyon, Tachyon, Cipher, Therion. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: Target 1 Dragon 'Galaxy' monster you control; until end of turn it cannot be destroyed by battle and is unaffected by other card effects except its own; Card text: only 1 'Tachyon Spiral Galaxy' can be activated per turn; Card text: it can be activated from hand if you control a 'Galaxy-Eyes Tachyon Dragon' monster; 400 of 400 sampled decks run it in the main deck at an average of 1.46 copies
  • Observed: Usage statistics: 100% inclusion in Cipher, 85.7% in Tachyon, 73.7% in Therion; Top partners co-occur at very high rates (Galaxy-Eyes Tachyon Primal and Dragluxion at 97.5%, Number 107 at 85.8%); Two community guides list it in the Spell/Trap and core sections of Galaxy Tachyon builds
  • Inferred: Its primary function is defensive interaction that blanks opposing removal on one boss for a turn; The hand-activation clause meaningfully raises its reliability inside the Galaxy-Eyes Tachyon board state; Because it produces no bodies or advantage, its combo conversion is limited to protecting an existing board
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited)











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