Talons of Shurilane
LIGHT 6

Talons 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.




 
 
AI Power Analysis
Hand trapConfidence: MediumEvaluated Oct 9, 2026
65± 8/ 100
Power Score
Intrinsic 64
Deck 65

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











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