Spell
QuickWar Rock Spirit
Archetype:
War Rock
View:
3326
During the Battle Phase: Target 1 "War Rock" monster in your GY, then activate 1 of these effects; ● Special Summon that target in Attack Position, but for the rest of this turn, its effects are negated, also it cannot attack directly. ● Special Summon that target in Defense Position, also the first time each "War Rock" monster you control would be destroyed by battle this turn, it is not destroyed. You can only activate 1 "War Rock Spirit" per turn.
War Rock Spirit — Power Evaluation
Final Score: 48 ± 8 · Confidence: Medium
- Intrinsic: 46 · Deck: 49 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Extender
Why it scores here
War Rock Spirit is a Quick-Play Spell that, during the Battle Phase, Special Summons one War Rock monster from the Graveyard in either Attack Position (with its effects negated and no direct attacks) or Defense Position (with protection from the first battle destruction of each War Rock monster this turn). It converts a Graveyard War Rock into one extra body, so its score rests on recursion and access rather than on any interaction. It is limited to one per turn, needs a War Rock in the GY during the Battle Phase, and has no combo or searcher data behind it, so its combo and resilience scores stay moderate. Its strong deck presence (41 decks, mostly one copy) confirms it is a reliable pick inside War Rock, not an intrinsically powerful card.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Quick-Play Spell playable from hand, but it needs a War Rock monster in the GY during the Battle Phase; 41 decks run it, almost all with War Rock partners (deck data, observed). |
| Combo & Conversion | 42 | Text shows one Special Summon from GY into a body, with no recorded boards to confirm a larger line (card text, inferred). |
| Resource Economy | 60 | Spell is spent to return one GY monster to the field, a roughly card-neutral recursion with no searches or draws (card text, inferred). |
| Effect & Interaction | 20 | No opponent interaction apart from the battle-destruction protection for War Rock monsters, which is narrow (card text, verified). |
| Material Utility | 5 | Spell card, never a material; it has no body value of its own (card text, verified). |
| Resilience & Flexibility | 30 | Once per turn, Battle Phase only, and dependent on a live GY target; the one-per-turn limit and timing make it easy to shut off (card text, verified). |
| Deck-Building Efficiency | 60 | One copy in most decks (avg 1.15) and no garnet or lock cost, but it is tied to War Rock (deck data, observed). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Extender. Intrinsic ≈ 46, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Reliable recursion of a GY War Rock monster during the Battle Phase, with no card cost beyond the Spell itself
- Low deckbuilding cost: one copy in most decks with no garnet or lock restriction
- Consistently included across the War Rock decks in the sample (41 decks, 7 archetype tags)
Weaknesses
- Only works in the Battle Phase, once per turn, and needs a War Rock monster in the GY
- Provides no opponent interaction beyond narrow battle-destruction protection
- Cannot be used as material and adds no body value of its own
Counters / choke points
- Negation of the Spell in response to activation
- Effects that remove or banish War Rock monsters from the GY before the Battle Phase
Best use
Recovery/Recursion: a single-copy GY-to-field revive during the Battle Phase, with a negate or defense option. Decks: War Rock. Suggested copies: 1.
Evidence & gaps
- Verified: Quick-Play Spell with a once-per-turn Battle Phase Special Summon from the GY, with a negate or defense option and first-destruction protection (card text); Spell card with no material value (card text)
- Observed: Present in 41 sampled decks at 1.15 average copies, with War Rock partners at high rates (deck data)
- Inferred: Recursion is roughly card-neutral and only one extra body per activation (card text); Deckbuilding cost is low: no garnet or lock beyond the archetype dependency (deck data)
- 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) — archetype inclusion % inferred from deck sample only






