Windwitch - Freeze Bell
WIND 3

Windwitch - Freeze Bell

  • Archetype:
  • Windwitch

  • ATK:
  • 1200

  • DEF:
  • 1200

  • View:
  • 3798




If all monsters you control are "Windwitch" monsters (min. 1): You can Special Summon this card from your hand. You can only use this effect of "Windwitch - Freeze Bell" once per turn. Once per turn, during your Main Phase: You can increase this card's Level by 1. A WIND Synchro Monster that was Summoned using this card as Synchro Material cannot be destroyed by battle.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Oct 7, 2026
58± 6/ 100
Power Score
Intrinsic 55
Deck 60

Windwitch - Freeze Bell — Power Evaluation

Final Score: 58 ± 6 · Confidence: Medium

  • Intrinsic: 55 · Deck: 59.5 · Meta: provisional
  • Primary role: Extender · Secondary: Material body

Why it scores here

Freeze Bell is a Level 3 WIND body whose value is its once-per-turn Level increase, which lets it reach the Level a WIND Synchro needs, plus a Windwitch-only hand Special Summon that gives it a second route in. It appears in all 5 recorded boards, but none of them labels it as a starter, searched card, or material, so the combo evidence confirms presence rather than a specific role. Its 1200 ATK and DEF are not credited. The score comes from Level flexibility as Synchro material and the Windwitch engine it sits in (367 decks, 96.7% with Glass Bell), held back by zero card advantage and an archetype-locked summon condition.

Axis scores

Axis Score Evidence
Accessibility 60 Hand Special Summon requires that all monsters you control are Windwitch (min 1), and it appears in 367 of the sampled decks with Windwitch Bells as partners; no searcher is evidenced, so the route is conditional. (observed + verified)
Combo & Conversion 58 Present in 5 of 5 recorded boards at an average power index of 66.4, but combo role is empty and the board summaries show no starter or searched role, so the conversion is inferred from presence. (observed + inferred)
Resource Economy 35 No draw, search, or graveyard refuel is in the card text, and the boards show no card-advantage contribution of its own. The Level increase is free and does not generate value. (verified)
Effect & Interaction 20 The only protective clause is that a WIND Synchro it was material for cannot be destroyed by battle, which is a narrow effect with no negation or removal. (verified)
Material Utility 70 A Level 3 WIND Spellcaster that can become Level 4 on your Main Phase, with a battle-protection clause on the Synchro it helps summon. The Level change is a body-level effect, so it still works as material if the card is negated. (verified + inferred)
Resilience & Flexibility 50 The hand summon and the level change are separate once-per-turn routes across hand and field, but a single negation of the Level effect removes that value, and 3 copies max limit redundancy. (inferred)
Deck-Building Efficiency 60 Average 1.69 copies per deck across 367 decks with no garnet or lock on the rest of the deck. Its Windwitch-only condition restricts the hosts it fits, but it is a cheap slot in the decks that run it. (observed)

Calculation

Weight profile: 0.7 Extender + 0.3 Material body. Intrinsic ≈ 55, Deck ≈ 59.5, Meta = provisional. Modifiers: Self-locking summon condition (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Level 3 WIND body that can be raised to Level 4 once per turn for Synchro summons
  • Hand Special Summon route that works in Windwitch decks
  • Present in every recorded board sampled, with a 66.4 average power index
  • Runs in 367 decks with 1.69 copies on average

Weaknesses

  • No card advantage or search in its own text
  • Hand summon needs an all-Windwitch board (min 1)
  • Level change is once per turn, so it can be stopped by a single negation
  • Little interaction: Synchro protection only

Counters / choke points

  • Negation of the once-per-turn Level increase (inferred from the once-per-turn wording; no counter evidence was supplied in the pack)

Best use

Level-adjusting Synchro material and a conditional hand-summon body in Windwitch shells. Decks: Windwitch, Windwitch (gameplay type 7 builds), Speedroid / Radiant Typhoon hosts with a Windwitch core.

Evidence & gaps

  • Verified: Card text: hand Special Summon if all monsters you control are Windwitch (min 1), once per turn; Card text: once per turn during your Main Phase, increase this card's Level by 1; Card text: a WIND Synchro Monster summoned using this card as material cannot be destroyed by battle; Level 3, WIND, 1200 ATK / 1200 DEF, formats TCG, OCG, MasterDuel, DuelLinks
  • Observed: Appears in 367 of the sampled decks (main deck in all), average 1.69 copies, max 3; Top partner Windwitch - Glass Bell in 96.7% of its decks; Appears in 5 of 5 recorded combos, average power index 66.4, net card advantage 2 in examples; Gameplay type 7 accounts for 53.1% of its decks
  • Inferred: Primary role is Extender: the Level increase is its main function and the hand summon is conditional; Level flexibility makes it a usable WIND Synchro material even when its effect is negated; Its value depends on the Windwitch board, so it is an archetype-bound body rather than a portable one
  • Data gaps: No banlist token; assumed 3 copies (unlimited) No usage statistics (StatisticsCard): inclusion is inferred from the deck sample only Combo evidence is 5 boards with no role labels (combo role empty), so no starter, searched, or material role is confirmed Only one guide with one snippet mentioning the card No counter or interaction evidence in the pack











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