Trap
NormalArsenal Robber
View:
2372
Your opponent selects 1 Equip Spell Card from his/her Deck and sends it to the Graveyard.
Arsenal Robber — Power Evaluation
Final Score: 27 ± 6 · Confidence: Low
- Intrinsic: 27 · Deck: — · Meta: provisional
- Primary role: Utility
Why it scores here
Arsenal Robber's only effect is a narrow deck-side hit: the opponent chooses one Equip Spell from their Deck and sends it to the Graveyard. It builds nothing, converts nothing, and has no material or archetype value, so its score comes from cheap deck slot cost and a plausible niche tech role. High stats are not a factor here because the card has none, and the score stays low because the effect is dead against any deck without Equip Spells.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 25 | Only a set-first Trap (inferred from the Trap type); no searchers or decks in the evidence, so it is simply a card you must run (inferred). |
| Combo & Conversion | 10 | No combo boards and no structural payoff; the effect is a single disruption with no follow-up (verified from text, combo data empty). |
| Resource Economy | 25 | Costs one card and removes one card from the opponent's Deck, not their hand, so the net advantage is roughly even at best (verified from text). |
| Effect & Interaction | 25 | Targets only Equip Spells, and the opponent chooses which one goes, so interaction is narrow and situational (verified from text). |
| Material Utility | 5 | Trap card with no level, attribute or material value (verified from card fields). |
| Resilience & Flexibility | 20 | A single narrow effect that is blanked by any negation and has no redundancy or multi-zone reach (inferred from text). |
| Deck-Building Efficiency | 45 | One slot in a single copy, with no archetype lock and no garnets; it is cheap to run but dead in most matchups (inferred from text and formats). |
Calculation
Weight profile: Utility / no clear role (default), no secondary role. Intrinsic ≈ 27, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Intrinsic (no decks and no combos; Deck = null)
Strengths
- Cheap to run: no archetype lock and a single slot
- Hits the opponent's Deck directly, and the opponent picks the target
- Legal in all four listed formats
Weaknesses
- Dead against any deck without Equip Spells
- Opponent chooses which Equip Spell is sent, so the effect can be weak even when it hits
- No searcher, combo or board presence of its own
Counters / choke points
- Non-Equip decks are unaffected
- Negation of the trap before resolution
Best use
Tech card against Equip-heavy decks only. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: opponent selects 1 Equip Spell from Deck and sends it to the Graveyard; Type: Trap Card; no level, attribute, ATK/DEF or archetype; Formats: TCG, OCG, MasterDuel, DuelLinks
- Inferred: Trap type implies it must be set before use; Score is driven by slot cost and a niche tech role rather than deck or combo evidence
- Data gaps: no decks supplied — deck/synergy signals unavailable no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






