Amaze Attraction Horror House
Trap Normal

Amaze Attraction Horror House

  • Archetype:
  • Attraction

  • View:
  • 3845




Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster; ● You: Target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. ● Your opponent: Change the equipped monster to face-down Defense Position. You can only use this effect of "Amaze Attraction Horror House" once per turn.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 8, 2026
56± 6/ 100
Power Score
Intrinsic 54
Deck 58

Amaze Attraction Horror House — Power Evaluation

Final Score: 56 ± 6 · Confidence: Medium

  • Intrinsic: 54 · Deck: 58 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Board breaker

Why it scores here

The card converts its equip into a once-per-turn effect: negating one opponent effect monster when you control the equipped monster, or flipping an opponent's equipped monster face-down in Defense when they control it. That is soft, single-target interaction on a card that is spent after use, with no card advantage and no measured combo role, so it lands in the middle of the range. Its 230-deck presence and strong partner overlap confirm it is a reliable, cheap deck fit, not that it is strong; the 2.43 average copies and 47 archetypes reflect the Amazement support network and generic equip text rather than raw power, and the high usage does not lift the score.

Axis scores

Axis Score Evidence
Accessibility 60 Present in all 230 sampled decks at 2.43 copies on average, with Amazing Time Ticket and Amazement Administrator Arlekino as high-overlap partners, but no combo-level starter or searched data was supplied (observed; inferred from deck placement).
Combo & Conversion 40 Text gives one negation or one face-down DEF switch per turn and no board-building body, and no combo boards were recorded to show it converting into a larger board (inferred from text; combo data is empty).
Resource Economy 25 A trap spent for one negation or flip with no draw, search or GY recursion in its text, so it is a 1-for-1 at best (verified from card text).
Effect & Interaction 55 Targeted negation of one opponent effect monster, or a face-down DEF switch of an opponent's equipped monster, each once per turn; it needs a monster on the field to equip and is not a hand-trap (verified from card text; inferred for impact).
Material Utility 5 A Trap card cannot be used as Extra Deck or Main Deck material, so this axis gets only the minimum score (verified from card type).
Resilience & Flexibility 45 The equip sits face-up in the backrow and can be removed by backrow removal, and it depends on a live monster target on either side, so it is one-zone and one-use per turn (inferred from text and rules).
Deck-Building Efficiency 70 Runs as 2-3 copies inside a 47-archetype sample with no garnet or brick restriction, and its targeting of either player's monster keeps it flexible (observed from deck copies; inferred from text).

Calculation

Weight profile: 0.7 Removal / Negation + 0.3 Board breaker. Intrinsic ≈ 54, Deck ≈ 58, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Flexible targeting: it can equip either your Amazement monster or an opponent's face-up monster
  • Works in both directions, so it can answer an opposing monster or protect your own
  • Present in every sampled deck at 2-3 copies with strong partner overlap, so it is a dependable deck fit

Weaknesses

  • One effect per turn, and the card is spent after use, so it gives no card advantage
  • Needs a face-up monster to equip, so it does nothing when the board is empty
  • Trap-based, so backrow removal and negation can strip it before it resolves

Counters / choke points

  • Backrow removal or trap negation before the equip resolves
  • Effect negation of the equipped monster, which stops its effect on your side
  • Plays that remove or banish the equipped monster from the field

Best use

Removal / Negation. Decks: Amazement, Live☆Twin, Gearfried, Labrynth, Traptrix. Suggested copies: 2.

Evidence & gaps

  • Verified: Trap card, Normal race, formats TCG, OCG, MasterDuel and DuelLinks, archetype Attraction; Effect text: equip to an Amazement monster you control or an opponent's face-up monster; once-per-turn negation or face-down DEF switch depending on who controls the equipped monster; Appears in 230 of 230 sampled decks, average 2.43 copies, 47 distinct archetypes
  • Observed: Top partners Arlekino 95.7%, Amazing Time Ticket 88.3%, Cyclo-Coaster 80.9%; Gameplay split 46.1% type 7, 37% type 3, 17% type 4; Two guides mention the card, one of which describes the Attraction Trap equip-scaling design
  • Inferred: Soft interaction: one negation or DEF switch per turn, limited to one target; Backrow vulnerability and dependence on a live monster target; Generic equip text reads portable across homes, but the archetype support network drives its deck placement
  • Data gaps: no combos supplied, so combo conversion is text-only inference no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion % is inferred from the deck sample only











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