Vesper Girsu
Spell Quick

Vesper Girsu

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If your opponent controls 2 or more monsters than you do: They can send any number of monsters they control to the GY, after which you apply the following effect based on the number of monsters your opponent controls. ● 0: Your LP becomes halved. ● 1: Your opponent gains 2000 LP. ● 2: Banish all cards in your opponent's hand face-up, until the End Phase. ● 3+: Your opponent cannot activate monster effects this turn. You can only activate 1 "Vesper Girsu" per turn.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 9, 2026
62± 8/ 100
Power Score
Intrinsic 59
Deck 64

Vesper Girsu — Power Evaluation

Final Score: 62 ± 8 · Confidence: Medium

  • Intrinsic: 59 · Deck: 64 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Negation/Interaction

Why it scores here

Vesper Girsu is a Quick-Play spell whose value depends on the opponent overextending: once they control 2 or more monsters than you, they must send monsters to the GY and the effect then scales with their monster count, from halving your own LP at 0 up to banishing their hand at 2 and stopping monster effects at 3+. Its score comes from that conditional interaction and from its presence in 400 of 400 sampled decks, not from any stat line, so the high-impact tiers earn the points while the 0-tier LP cost and the opponent-dependent trigger hold it back. It does not build a board or convert from a starter (no combo evidence), and it is not a material body, so combo and material axes stay low.

Axis scores

Axis Score Evidence
Accessibility 60 Run in all 400 sampled decks at an average of 2.05 copies, and grouped with staples such as Ash Blossom and Maxx C, but its trigger needs an opponent board surplus, so it is not always live (observed/inferred).
Combo & Conversion 20 No recorded combo boards and no searcher or starter route, so it only reacts to the opponent rather than building toward a win (verified from text, observed as absent from combos).
Resource Economy 45 The hand banish at tier 2 is strong card disadvantage for the opponent, but the 0-tier LP halving costs the controller and no refuel or draw is printed (verified from text, inferred balance).
Effect & Interaction 70 Four tiered outcomes give flexible disruption that rewards overextension, including hand banishment and a monster-effect lock at 3+, though it is conditional and does not stop a non-triggering opponent (verified from text, inferred strength).
Material Utility 5 A Spell cannot be used as material, so this axis is near zero (verified from card type).
Resilience & Flexibility 50 Quick-Play allows use on the opponent's turn and each copy is independent, but it is limited to one activation per turn and can be stopped by a single negate (verified from text, inferred).
Deck-Building Efficiency 75 No garnet, lock, or restriction beyond the one-per-turn clause, and the 2-copy average shows it runs cleanly as a slot-cheap staple (observed from decks, verified from text).

Calculation

Weight profile: Primary role only: Board breaker / Going-second (no secondary blend). Intrinsic ≈ 59, Deck ≈ 64, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Opponent-dependent but high-impact interaction across four tiers
  • Runs in 400 of 400 sampled decks, showing it is a real, practical staple
  • Cheap to run with a 2-copy average and no garnet restriction

Weaknesses

  • Trigger requires the opponent to control 2+ more monsters, so it is dead against a board-light opponent
  • Tier 0 halves the controller's own LP
  • No combo or starter role, so it adds no board by itself

Counters / choke points

  • Negation of the activated spell effect by a hand trap or counter-trap
  • Keeping the monster count below the opponent's threshold

Best use

Going-second interaction staple that punishes board overextension. Decks: Sky Striker, Fiendsmith, Cyber Dragon, Azamina, Shaddoll. Suggested copies: 2.

Evidence & gaps

  • Verified: Quick-Play Spell with a four-tier effect keyed to the opponent's monster-count surplus; Once-per-turn clause: only 1 copy may be activated per turn; Tier 2 banishes the opponent's face-up hand until the End Phase; Tier 0 halves the controller's own LP
  • Observed: Present in 400 of 400 sampled decks, 89.5% in gameplay type 7; Average 2.05 copies per deck with 150 decks running 3; Co-appears with Ash Blossom, Maxx C, Forbidden Droplet and Called by the Grave in 59-63% of decks
  • Inferred: Primary role is Board breaker / Going-second with Negation/Interaction as a secondary role; Real-game strength is moderate: the opponent's board surplus gates the effect, so it is situational; Rulings are unknown, so timing of the opponent's monster send is treated as uncertain
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so legal copies are assumed to be 3 no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only no rulings supplied for who chooses the tier and the monster-send timing no average starter count, so DeckResilience is inferred from archetype spread











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