Amaze Attraction Rapid Racing
Trap Normal

Amaze Attraction Rapid Racing

  • Archetype:
  • Attraction

  • View:
  • 3136




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 card in your opponent's GY; change the equipped monster's battle position, and if you do, shuffle that target into the Deck. ● Your opponent: Increase the equipped monster's Level by 1 (until the end of this turn), and if you do, change its battle position. You can only use this effect of "Amaze Attraction Rapid Racing" once per turn.




 
 
AI Power Analysis
Utility / no clear roleConfidence: MediumEvaluated Oct 8, 2026
41± 8/ 100
Power Score
Intrinsic 38
Deck 42

Amaze Attraction Rapid Racing — Power Evaluation

Final Score: 41 ± 8 · Confidence: Medium

  • Intrinsic: 38 · Deck: 42 · Meta: provisional
  • Primary role: Utility / no clear role · Secondary: Recovery/Recursion

Why it scores here

The card is an equip Trap whose value is a small, conditional position-and-level manipulation on an equipped monster, plus a once-per-turn recursion of one opponent GY card into the Deck. It converts into modest board control and occasional recursion, not into card advantage or a disruptive board, so it scores in the low-middle band. Its 68-deck presence and 1.15 average copies confirm it is a real, practical Amazement support card, but the score does not rise on that popularity; there are no combo records to show it converts a start into a finished board.

Axis scores

Axis Score Evidence
Accessibility 55 Live in most Amazement decks at 1 copy (68 decks, avg 1.15 copies), but it needs a face-up monster to equip and has no recorded starter or search role (observed; inferred for the equip requirement).
Combo & Conversion 30 Text-only: it equips and adjusts battle position and level, but no combo boards were recorded to show what it builds toward (inferred).
Resource Economy 25 A single-use Trap that gives no draw or summon; the GY-to-Deck shuffle is a one-for-one tempo effect with no net advantage (verified from text).
Effect & Interaction 20 The opponent-side mode raises the equipped monster's Level and can change its battle position, which is a soft, situational effect and not a negation or removal (verified from text).
Material Utility 10 The card is a Trap and never becomes material, and its level change only matters for monsters it is already equipped to (verified from text).
Resilience & Flexibility 35 It depends on a monster staying on the field to stay live, can be undone by destroying or banishing the equipped monster, and is limited to once per turn (inferred from text).
Deck-Building Efficiency 55 Runs as a single copy in an archetype shell with a soft equip restriction and no garnet or lock; it is cheap to include but tied to Amazement monsters (observed copy counts; inferred restriction).

Calculation

Weight profile: 0.7 Utility + 0.3 Recovery/Recursion. Intrinsic ≈ 38, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Live in most Amazement decks at one copy with a stable slot cost
  • Equip target is flexible: own Amazement monster or opponent's face-up monster
  • Once-per-turn recursion of an opponent GY card into the Deck
  • Opponent-side mode can alter the equipped monster's position and Level

Weaknesses

  • Low card advantage: no draw, summon or net gain
  • Needs a face-up monster to equip; dead without one
  • Level and position effects are soft interaction, not negation or removal
  • Power depends on the Amazement shell and its partners

Counters / choke points

  • Destroying or banishing the equipped monster removes the equip (inferred from standard equip rules)
  • Opponent's targeted removal or position changes can shut down the equipped monster's value (inferred)

Best use

Utility support with GY recursion in Amazement shells. Decks: Amazement (archetype 863), Amazement (archetype 1555). Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: equip to 1 Amazement monster you control or 1 face-up opponent monster; Card text: once-per-turn effect with ownership-based modes (GY target shuffle, Level +1 and position change); 68 decks run it, 1.15 average copies, 59 decks at 1 copy; Guide describes it as an equip Attraction Trap that gains effects by side
  • Observed: Partner rate of 100% with Amaze Attraction Horror House and 98.5% with Amazing Time Ticket; Main-deck inclusion in all 68 sampled decks; 17 distinct archetype tags
  • Inferred: Equip-target requirement limits when it is live; Destruction or banishment of the equipped monster removes the equip; Deck-fit score reflects partner rate without combo confirmation
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no card rulings available to confirm timing of the once-per-turn and mode choice no sample of how often the opponent-side mode is actually used











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