White Veil
Spell Equip

White Veil

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While the equipped monster battles, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. When an attack is declared involving the equipped monster: Face-up Spell/Trap Cards your opponent controls have their effects negated until the end of the Damage Step (even if this card leaves the field). When the equipped monster destroys an opponent's monster by battle: You can destroy all Spell and Trap Cards your opponent controls. When this face-up card in a player's Spell & Trap Zone leaves the field, that player takes 3000 damage.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 7, 2026
58± 8/ 100
Power Score
Intrinsic 60
Deck 57

White Veil — Power Evaluation

Final Score: 58 ± 8 · Confidence: Medium

  • Intrinsic: 60 · Deck: 57 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Board breaker

Why it scores here

White Veil converts a battle win into board control: while the equipped monster battles it stops the opponent from activating Spell/Trap Cards, negates their face-up Spell/Trap Cards involved in the attack, and on a battle destruction can destroy all of their Spell/Trap Cards. The score comes from that battle-conditional interaction (effect_interaction), not from the card's stats, and an equip Spell with no ATK or material value earns nothing on those axes. The 107-deck inclusion, mostly in Armed Dragon, confirms a real home and accessibility, but frequency adds no points beyond that, and the absence of combo data keeps combo conversion text-only.

Axis scores

Axis Score Evidence
Accessibility 60 Needs a face-up monster to equip and no searcher or combo route is evidenced, but it appears in 107 recent decks, 45.8% of them Armed Dragon, usually at one copy (observed)
Combo & Conversion 40 Converts a battle win into S/T lock, negation and a mass S/T destruction, but no combo boards record it, so this is text-only inference (inferred)
Resource Economy 45 The battle-destroy trigger wipes all opposing Spell/Trap Cards, a 2-for-1-style gain only when the equipped monster wins a battle; the 3000 damage on leaving is incidental (inferred)
Effect & Interaction 72 Strong, flexible S/T lock, negation and removal tied to battle, which is hard to play around once the attack is declared, though it is conditional on the equipped monster battling (verified)
Material Utility 10 An equip Spell cannot be used as material and provides no level, attribute or name, so material value is near zero (verified)
Resilience & Flexibility 40 Dies with the equipped monster in battle and is a single-zone card with no recursion or redundancy in the evidence (inferred)
Deck-Building Efficiency 78 Single-copy cost in most decks, no garnet or brick text and no self-lock, so it is cheap and clean to run (observed)

Calculation

Weight profile: 0.7 Removal / Negation + 0.3 Board breaker. Intrinsic ≈ 60, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Strong battle-linked Spell/Trap lock and negation that is hard to play around once the attack is declared
  • Single-copy, cheap to run, no garnets or self-lock
  • Real home in Armed Dragon (45.8% of sampled decks) with consistent partners

Weaknesses

  • Requires a face-up monster to equip and win the battle to get the destruction effect
  • No combo or starter/searcher evidence, so conversion depends on the text alone
  • Equip Spell lost to monster removal or a pre-battle response before the battle step

Counters / choke points

  • Removing or negating the monster before the battle step (inferred from text)
  • Responding to the equip activation while the Spell is on the field (inferred from text)

Best use

Single-copy battle-linked Spell/Trap lock and destruction for a monster that can win a battle. Decks: Armed Dragon. Suggested copies: 1.

Evidence & gaps

  • Verified: Opponent cannot activate Spell/Trap Cards while the equipped monster battles, until end of Damage Step; Face-up opposing Spell/Trap Cards are negated when an attack involves the equipped monster; Destroying an opponent's monster by battle lets the controller destroy all opposing Spell/Trap Cards; Leaving the field deals 3000 damage to the controller; Formats: TCG, OCG, MasterDuel, DuelLinks; average 1.1 copies per deck
  • Observed: Present in 107 recent decks, 49 of them Armed Dragon (45.8%); Gameplay types 7 (77.6%), 4 (16.8%), 6 (5.6%); Top partners are Armed Dragon Thunder LV3/5/7 at 68.2% co-deck rate; 33 distinct archetypes across decks
  • Inferred: Equip requirement makes it dependent on the equipped monster surviving to battle; Conversion of a battle win into board control is the card's main value; Vulnerable to a pre-battle response, since the Spell and its monster are exposed until the battle step
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard); archetype inclusion inferred from the deck sample only











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