Amaze Attraction Viking Vortex
Trap Normal

Amaze 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.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 8, 2026
52± 8/ 100
Power Score
Intrinsic 52
Deck 52

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











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