LIGHT
6Talons of Shurilane
ATK:
2100
DEF:
2050
View:
2257
If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Talons of Shurilane" once per turn. During your opponent's turn (Quick Effect): You can target 1 Fiend or Illusion monster you control, except "Talons of Shurilane"; return it to the hand, and if you do, Special Summon this card from your hand. When your opponent activates a card or effect that targets your card(s) (Quick Effect): You can target 1 monster your opponent controls; return this card from the field to the hand, and if you do, destroy that monster.
Talons of Shurilane — Power Evaluation
Final Score: 65 ± 8 · Confidence: Medium
- Intrinsic: 64 · Deck: 65 · Meta: provisional
- Primary role: Hand trap · Secondary: Removal / Negation
Why it scores here
Talons of Shurilane converts a targeted opponent action into a clean one-for-one: its quick effect destroys one monster the opponent controls and returns itself to hand, so it can be reused. Its other quick effect bounces a Fiend or Illusion you control to Special Summon itself from hand, which is tempo rather than card advantage. Its 2100 ATK and Level 6 body earned no points on their own; the score comes from interaction reach, resilience and cheap deck slots. Combo evidence is absent, so combo conversion is scored from text alone and held low.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Live in hand when a Fiend or Illusion is on the field, and it appears in 112 sampled decks across 36 archetypes, with 68.8% in gameplay type 7 (observed; the hand-activation timing is inferred from the text). |
| Combo & Conversion | 30 | No combo boards were supplied, and the card reads as an interaction piece rather than a board-building starter, so conversion is text-only inference (inferred). |
| Resource Economy | 55 | Its removal effect returns the card to hand, which keeps it from being lost, but the hand effect bounces a monster to summon itself, so it nets no card advantage (verified from text). |
| Effect & Interaction | 66 | Destroys one opponent monster in response to a targeting effect or card, plus battle protection; strong but conditional on the opponent targeting one of your cards (verified from text). |
| Material Utility | 50 | A Level 6 LIGHT Illusion without Tuner status is usable as normal material, but it is not a flexible body (verified from text; no combo material stats supplied). |
| Resilience & Flexibility | 70 | Returning itself to hand in response to targeting dodges that interaction, and each of its two effects is once per turn across hand and field (verified from text). |
| Deck-Building Efficiency | 80 | No garnets or locks, and 82 of 112 sampled decks run one copy, so it fits as a single slot in many homes (observed from deck stats). |
Calculation
Weight profile: 0.7 Hand trap + 0.3 Removal / Negation. Intrinsic ≈ 64, Deck ≈ 65, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Destroys one opponent monster in response to a targeting effect, then returns itself to hand
- Battle protection: neither monster is destroyed in a battle it is part of
- Single-copy friendly and cheap to run across many archetypes
- Broad reach: 36 distinct archetypes in the sampled decks
Weaknesses
- The removal response needs the opponent to target one of your cards
- The hand effect needs a Fiend or Illusion monster you control
- No combo, guide or usage-statistics evidence to confirm practical lines
- Effect timing is fiddly across two separate once-per-turn quick effects
Counters / choke points
- Negating or dodging the effect while it is on the field or in hand (card-specific negators are not in the evidence)
- Opponent plays that do not target your cards or monsters
Best use
Hand trap / protective interaction in Fiend and Illusion homes. Decks: Diabellstar, Phantom Beast (Chimera), Hecahands, Labrynth. Suggested copies: 1.
Evidence & gaps
- Verified: Level 6 LIGHT Illusion, 2100 ATK / 2050 DEF, Effect Monster; Battle protection clause in card text; Two separate once-per-turn quick effects: a Fiend/Illusion bounce with self-Special Summon, and a targeting response that destroys one opponent monster and returns itself to hand; 112 sampled decks, 36 distinct archetypes, 68.8% in gameplay type 7
- Observed: 82 of 112 decks run one copy (average 1.28 copies); Top partners: Nightmare Apprentice 74.1%, Ash Blossom & Joyous Spring 58.9%
- Inferred: Effect 1 is activated from hand, which is why the hand-trap role was chosen; Effect 2 has no stated activation zone beyond being a response, so it is treated as usable from the field; Deck synergy is read from partner frequency, not from combo lines
- 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) available; inclusion inferred from the deck sample only no top-card ranking context no rulings supplied for the timing of the two quick effects






