Trap
NormalAmaze Attraction Wonder Wheel
Archetype:
Attraction
View:
3446
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: During the Main Phase: Place 1 card from your hand on the bottom of the Deck, then draw 1 card. ● Your opponent: Switch the equipped monster's current ATK and DEF until the end of this turn. You can only use this effect of "Amaze Attraction Wonder Wheel" once per turn.
Amaze Attraction Wonder Wheel — Power Evaluation
Final Score: 45 ± 8 · Confidence: Medium
- Intrinsic: 43 · Deck: 47 · Meta: provisional
- Primary role: Utility · Secondary: Negation/Interaction
Why it scores here
The card is a live, low-cost support piece: it is in 24 of 24 sampled decks and has a tight core with Amaze Attraction Horror House (91.7% co-occurrence), but the evidence shows no recorded boards, so its conversion into a winning board is unproven and rests on text. Its effect 1 is a hand-to-bottom-of-Deck swap with a draw, which is card-neutral filtering rather than advantage, and effect 2 only switches an opponent monster's ATK and DEF, a soft debuff rather than negation or removal. High deck inclusion confirms accessibility and cheap deckbuilding cost; it does not, by itself, earn points for power.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Present in 24/24 sampled decks across 10 archetypes with an average of 1.54 copies, so it is routinely reachable, though no searcher or combo evidence confirms the route (observed; inferred for live-ness). |
| Combo & Conversion | 30 | No recorded combos, so conversion is text-only: it needs an Amazement monster or an opponent monster to equip and adds no body of its own (inferred). |
| Resource Economy | 35 | The own-turn effect places 1 card from hand on the bottom of the Deck and draws 1, which is card-neutral filtering; no GY refuel or net advantage is shown (verified). |
| Effect & Interaction | 30 | The opponent-side effect only switches the equipped monster's ATK and DEF until end of turn, a situational debuff with no negation or destruction (verified). |
| Material Utility | 10 | It is a Trap card, not a monster, so it provides no material, level, or attribute value (verified). |
| Resilience & Flexibility | 35 | It sits on the field as an equip and is once-per-turn; no evidence shows resistance to backrow removal or redundancy across zones (inferred). |
| Deck-Building Efficiency | 60 | Average 1.54 copies with a 1-to-3 spread and no garnet, lock, or banlist restriction supplied, so it is cheap to run (observed; banlist assumed unlimited per data gaps). |
Calculation
Weight profile: 0.7 Utility + 0.3 Negation/Interaction (Removal weights used as the secondary profile). Intrinsic ≈ 43, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Present in every sampled deck, so it is consistently playable
- Cheap to run with a 1.54 average copy count and no garnet cost
- Tight synergy with Amaze Attraction Horror House (91.7% co-occurrence)
- Repeatable once-per-turn hand filter that does not cost card advantage
Weaknesses
- No recorded combo boards, so its conversion into a winning board is unproven
- The opponent-side effect is only a temporary ATK/DEF switch, not negation or removal
- No material or body value of its own
- Net card advantage is zero, so it does not refuel or pressure the opponent
Counters / choke points
- Backrow removal or destruction of the equip target would strand it (inferred)
- Opponents with monsters whose ATK/DEF are irrelevant to the game plan blunt the debuff (inferred)
Best use
Utility equip that filters the hand and adds a soft debuff. Decks: Amazement, Amaze Attraction builds. Suggested copies: 1.
Evidence & gaps
- Verified: Effect 1 places a card from hand on the bottom of the Deck and draws 1 during the Main Phase, once per turn; Effect 2 switches the equipped monster's ATK and DEF until end of turn; Average copies per deck is 1.54, with 24 of 24 decks running it at main; Amaze Attraction Horror House co-occurs in 22 of 24 decks
- Observed: Present in 10 distinct archetypes, led by Amazement at 10 decks; Gameplay split is 13 decks type 7 and 10 decks type 4; Zero recorded combo boards
- Inferred: The equip route makes it live when an Amazement monster is on the field; Its debuff only matters in specific combat or lethal spots; Backrow removal would strand the equip
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies (unlimited) is assumed no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only Trap subtype (continuous or otherwise) not stated in the evidence no rulings supplied for the equip-target and once-per-turn interaction






