Absolute End
Trap Normal

Absolute End

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Activate only during your opponent's turn. This turn, the attacks from your opponent's monsters become direct attacks.




 
 
AI Power Analysis
UtilityConfidence: LowEvaluated Oct 8, 2026
31± 10/ 100
Power Score
Intrinsic 31

Absolute End — Power Evaluation

Final Score: 31 ± 10 · Confidence: Low

  • Intrinsic: 31 · Deck: — · Meta: provisional
  • Primary role: Utility · Secondary: Negation/Interaction

Why it scores here

Absolute End is a single-trap effect that only converts opponent attacks into direct attacks during the opponent's turn. It does not draw, search, build a board, or create a material body, so nothing in the text converts into winning value beyond a niche damage-redirect. The card's text is simple and it is cheap to run, but the evidence has no decks, combos, or guides, so the score rests on text alone. High frame, ATK or popularity earn no points here: the view count is not used.

Axis scores

Axis Score Evidence
Accessibility 35 Set trap with no searcher or draw route in the evidence; live as a set card only (inference, no deck or combo stat).
Combo & Conversion 10 Text shows no board-building or follow-up effect and combo data is empty (verified from text, inference).
Resource Economy 10 Redirected attacks deal damage to the activating player and gain no card advantage (verified from text).
Effect & Interaction 25 Situational defensive effect that only blanks battle destruction by sending damage to the activator; no negation or removal (verified from text, inference on value).
Material Utility 5 Trap card with no monster body, so it cannot be used as material (verified from card type).
Resilience & Flexibility 30 A single trap with no recursion or redundancy evidence; one interrupt ends it (inference).
Deck-Building Efficiency 70 Single-copy trap with no garnet, lock, or restriction; cheap to run in any deck (verified from text and formats, inference on slot value).

Calculation

Weight profile: Utility default weights; no deck or combo evidence to justify a role blend. Intrinsic ≈ 31, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; Deck null)

Strengths

  • Cheap, single-copy trap with no garnet or lock cost
  • Can stop battle destruction of own monsters for one turn when the activator can afford the damage

Weaknesses

  • Converts opponent attacks into damage to the activator, so it costs life rather than gaining value
  • No searcher, draw, or board-building route in the evidence
  • Narrow timing: opponent's turn only and only against monster attacks

Counters / choke points

  • Any negation or trap removal stops it before it resolves (inference)

Best use

Situational utility trap; only worth a slot where the activator has spare life and wants to protect monsters from battle destruction. Suggested copies: 1.

Evidence & gaps

  • Verified: Activate only during opponent's turn; attacks by opponent's monsters become direct attacks this turn (card text); Card type is Trap; no monster body (card type); Formats TCG, OCG, MasterDuel, DuelLinks (card formats)
  • Inferred: Usable only as a situational battle-destruction redirect at the cost of life; Single copy suffices, no redundancy needed; Accessibility limited to set-trap access with no searcher routes
  • Data gaps: no decks supplied — deck/synergy signals unavailable 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 no ruling evidence for direct-attack redirect interactions











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