War Rock Dignity
Spell Quick

War Rock Dignity

  • Archetype:
  • War Rock

  • View:
  • 3382




You must control a "War Rock" monster to activate either of these effects. ● When a monster your opponent controls activates its effect: Negate that effect. ● During the Battle Phase, when your opponent activates a Spell/Trap Card, or monster effect: Negate that effect. You can only activate 1 "War Rock Dignity" per turn.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 7, 2026
51± 8/ 100
Power Score
Intrinsic 49
Deck 52

War Rock Dignity — Power Evaluation

Final Score: 51 ± 8 · Confidence: Medium

  • Intrinsic: 49 · Deck: 52 · Meta: provisional
  • Primary role: Removal / Negation

Why it scores here

War Rock Dignity is a conditional, once-per-turn negation: it shuts off one opponent monster effect at any time, or one opponent Spell/Trap or monster effect during the Battle Phase, and it requires a War Rock monster you control. Its value is the interaction it gives a War Rock deck, not board or card advantage, since it is a one-for-one that builds nothing. The high usage in decks (123 recent decks, 2.02 copies average) confirms the card is consistently played in its home deck, not that it is powerful on its own; the Vietnamese guide itself calls its effects weak.

Axis scores

Axis Score Evidence
Accessibility 55 Live in hand as a Quick-Play Spell, but only while a War Rock monster is on the field; the deck runs 123 of 123 sampled decks, so the condition is usually met (observed from deck data; the monster requirement is verified from text).
Combo & Conversion 20 No recorded boards and no combo examples, so it builds nothing on its own by text alone (inferred; no combo data).
Resource Economy 20 A one-for-one that spends the card with no searches, draws, or recursion (verified from text; no combo stats).
Effect & Interaction 70 Negates an opponent monster effect at any time and a Spell/Trap or monster effect during the Battle Phase, once per turn; strong for a Quick-Play, but gated by the War Rock monster requirement and the Battle Phase limit (verified from text).
Material Utility 5 A Spell card, so it is never material and provides no level, attribute, or name value (verified from text).
Resilience & Flexibility 40 Single use per turn and dependent on a War Rock monster; it can be shut down by removing that monster, and the evidence has no negation-of-negation data (inferred).
Deck-Building Efficiency 60 One slot with no garnet or lock, and up to 3 copies are playable (decks copy distribution 1:47, 2:27, 3:49); the cost is that it only works inside a War Rock list (verified from deck data; restriction inferred).

Calculation

Weight profile: Primary role Removal / Negation; no secondary roles, so no blend. Intrinsic ≈ 49, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Negates opponent monster effects at any time (once per turn), a flexible answer to monster-effect plays
  • Battle Phase negation also covers Spell/Trap and monster effects
  • Single-slot, multi-copy-friendly, no garnet or lock
  • Consistently run across the War Rock homes (42, 41 and 24 decks)

Weaknesses

  • Needs a War Rock monster on the field to activate, so it is dead without board presence
  • Once per turn, and the Battle Phase clause limits when it negates Spells/Traps
  • Builds no board, no searches, and no card advantage
  • Its War Rock requirement keeps it out of non-War Rock decks (13 of 16 archetypes have only 1 to 2 decks)

Counters / choke points

  • Opponent can remove or bounce the War Rock monster that enables the card (inferred from the activation condition)
  • Opponent's Spell/Trap activations in Main Phase 1 cannot be negated by the Battle Phase clause (inferred from text)
  • Opponent can play around the once-per-turn limit by spreading effects over the turn (inferred from text)

Best use

Negation/interaction for a War Rock monster board, held as a Quick-Play in hand. Decks: War Rock. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: needs a War Rock monster you control, negates monster effects at any time, negates Spell/Trap or monster effects in the Battle Phase, once per turn; 123 recent decks, 2.02 copies average, 49 decks run 3 copies; Home archetypes: 42, 41 and 24 decks, with 13 other archetypes at 1 to 2 decks each
  • Observed: Top partners are the War Rock core monsters and Reinforcement of the Army (98% and 64% co-occurrence); Runs in 3 gameplay types (7, 3, 4) at 40%, 34%, and 25% of decks
  • Inferred: Not a hand trap despite being a Quick-Play, because the War Rock monster requirement gates its use; Opponent's Main Phase Spell/Trap activations are outside the Battle Phase negation window
  • Data gaps: No combos supplied, so combo conversion and starter/material roles are text-only inference No banlist token; copies assumed 3 (unlimited) legal copies is empty for all four formats No usage statistics (StatisticsCard) rows, so inclusion % is from the deck sample only Only one guide, and it is opinion, not measured data











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