Apex Predation
Trap Normal

Apex Predation

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If you control a Normal Summoned/Set monster: Destroy all Special Summoned monsters on the field. Until the end of your next turn after this card is activated, you cannot Normal Summon/Set. You can only activate 1 "Apex Predation" per turn.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: Medium
53± 8/ 100
Power Score
Intrinsic 54
Deck 52

Apex Predation — Power Evaluation

Final Score: 53 ± 8 · Confidence: Medium

  • Intrinsic: 54.5 · Deck: 52 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Floodgate/Control

Why it scores here

Apex Predation is a one-copy Normal Trap whose value is a conditional board wipe: it destroys every Special Summoned monster on the field, including the controller's own, but only if the controller controls a Normal Summoned or Set monster. Its real cost is the Normal Summon/Set lock until the end of the next turn, which is a self-restriction that pulls the score down. The card has no material body and no recorded combo data, so its conversion score rests on text plus deck presence, not observed boards. The 17-deck spread across 13 archetypes shows the card is practical in several homes, but that frequency is only evidence of accessibility and is not counted as strength.

Axis scores

Axis Score Evidence
Accessibility 60 A set Trap that needs only a Normal monster on your side, played in 17 decks across 13 archetypes, mostly D/D/D and Solemn shells (verified, observed).
Combo & Conversion 40 The text converts into a mass removal of Special Summoned monsters, but no recorded boards exist to show how often that lands a winning board (inferred).
Resource Economy 35 One card removes many monsters, though it also destroys the controller's own Special Summoned monsters and has no refuel or search (verified, inferred).
Effect & Interaction 60 A strong, flexible board wipe that punishes Special Summon-heavy boards, but it is a set Trap and can be negated by standard trap-negates (verified, inferred).
Material Utility 5 A Trap has no material value and cannot be used as a material body (verified).
Resilience & Flexibility 45 Once per turn with a Normal monster condition and a Normal Summon lock, so the opponent can stop it with a single negate and the timing is narrow (verified, inferred).
Deck-Building Efficiency 60 Runs at 1 copy in every deck with no garnet, but the Normal Summon lock is a real self-restriction on the next turn (verified, inferred).

Calculation

Weight profile: Board breaker / Going-second profile applied as primary only; no secondary blend. Intrinsic ≈ 54.5, Deck ≈ 52, Meta = provisional. Modifiers: Self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent, meta unknown)

Strengths

  • Destroys every Special Summoned monster on the field in one activation, which can clear a board that depends on Special Summons
  • Appears in 17 decks across 13 archetypes at a single copy, so it fits several homes
  • Costs only one slot and needs no garnet

Weaknesses

  • Requires a Normal Summoned or Set monster on your side to activate at all
  • Also destroys your own Special Summoned monsters
  • Locks your Normal Summons and Sets until the end of your next turn
  • A set Trap that a standard trap-negate can stop

Counters / choke points

  • Standard trap-negates, since it is a set Trap (inferred; the counters field in the evidence is empty)
  • Opponent boards with few or no Special Summoned monsters, which leave the wipe with little to hit (inferred)

Best use

Board breaker / Going-second: a one-copy answer to Special Summon-heavy boards, played when the controller has a Normal monster out. Decks: D/D/D, Solemn. Suggested copies: 1.

Evidence & gaps

  • Verified: Once per turn; activation needs a controlled Normal Summoned or Set monster; Destroys all Special Summoned monsters on the field, including the controller's own; Normal Summon and Set are locked until the end of the controller's next turn; Present in 17 of the attached decks at 1 copy each, across 13 archetypes
  • Observed: Top partners are Called by the Grave (64.7%), Infinite Impermanence and Crossout Designator (47.1%), and Solemn and Pot cards (41.2%); Gameplay split is 9 decks in gameplay type 7 and 8 in gameplay type 4
  • Inferred: Its board-wipe value depends on how many Special Summoned monsters the opponent controls; Standard trap-negates can stop it because it is a set Trap; Going-second play is the main use, since it answers an opponent's Special Summon board
  • Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no counters or rulings supplied no banlist token; assumed 3 copies (unlimited) no usage statistics (StatisticsCard); archetype inclusion inferred from the deck sample only











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