Trap
NormalAmaze Attraction Viking Vortex
Archetype:
Attraction
View:
3652
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: Once per turn, when an opponent's monster declares an attack: Negate the attack, and if you do, change control of the equipped monster until the end of the Battle Phase. ● Your opponent: When the equipped monster activates its effect: Return it to the hand.
Amaze Attraction Viking Vortex — Power Evaluation
Final Score: 52 ± 8 · Confidence: Medium
- Intrinsic: 51.6 · Deck: 52.2 · Meta: provisional
- Primary role: Removal / Negation · Secondary: Board breaker
Why it scores here
The card's value is its interaction: a once-per-turn attack negation that can also take control of the equipped monster until the end of the Battle Phase, plus a return-to-hand effect when the opponent's equipped monster activates. That gives it real flexible interaction, but it is a single-use Equip Trap with no observed card advantage, no combo starts, and it depends on a face-up target being available. Its heavy presence in Amazement decks reflects archetype fit and is not counted as power on its own.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Set Trap with no searcher or combo data; deck inclusion in 82 of 82 sampled decks and co-occurrence with Amazement partners suggests it is reliably reachable within the archetype (observed/inferred). |
| Combo & Conversion | 40 | No recorded combo boards, so conversion is text-only: it equips to a monster and gains an effect, but builds no extra board by itself (inferred). |
| Resource Economy | 30 | A -1 Trap with no draw, search, or GY refuel; the steal-and-negate gives tempo rather than card advantage (verified from text). |
| Effect & Interaction | 60 | Once-per-turn attack negation plus control change of the equipped monster, and a hand-return effect on the opponent's side; strong but targeted and once per turn (verified from text). |
| Material Utility | 10 | Not a monster and cannot be material, so this axis is essentially zero (verified from card type). |
| Resilience & Flexibility | 35 | Equip Traps die to removal and depend on a valid face-up target; no recovery or redundancy is evidenced (inferred). |
| Deck-Building Efficiency | 55 | Typically 1 copy (avg 1.26), no garnet or lock, but it only fits Amazement-style decks, which limits splashability (observed/inferred). |
Calculation
Weight profile: 0.7 Removal/Negation + 0.3 Board breaker. Intrinsic ≈ 51.6, Deck ≈ 52.2, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Flexible once-per-turn attack negation that can convert into a control steal
- Equip target can be the player's own Amazement monster or the opponent's face-up monster, so it works on both sides of the board
- Low deck cost: typically one copy with no garnet requirement
Weaknesses
- No card advantage or recovery, so each use is a one-for-one exchange
- Requires a valid face-up monster to target and an equip window
- Easily removed or destroyed along with the monster it is attached to, and the steal ends at the end of the Battle Phase
Counters / choke points
- Monster removal or destruction on the equipped monster
- Trap or Spell removal of face-up equip cards
- Effect negation that shuts down the equipped monster's effects
Best use
Flexible attack negation and tempo-based control swap in Amazement and similar builds. Decks: Amazement, Labrynth, Mathmech. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: equip effect to an Amazement monster or a face-up opponent monster; once-per-turn attack negation with control change until end of Battle Phase; opponent-side return-to-hand effect; Card type is Trap, so material utility is not applicable; 82 sampled decks run it, average 1.26 copies, 20 distinct archetypes
- Observed: Amazement decks: 44 of 82 (53.7%); gameplay type 7: 91.5%; Partners such as Horror House and Arlekino co-occur in 100% of sampled decks
- Inferred: Accessibility is adequate within the archetype, though no searcher route is tabled; Resilience is limited because Equip Traps are removed with their monster; Deck synergy is good in the Amazement list but not proven by combo evidence
- 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 the deck sample only no searcher or support table for Amazement access routes no rulings data for the control-change and opponent-side effect timing






