Break the Destiny
Trap Normal

Break the Destiny

  • View:
  • 4750




Target 1 Level 8 or higher "Destiny HERO" monster, or 1 "Destiny End Dragoon", you control; destroy it, and if you do, your opponent skips their next Main Phase 1. You can banish this card from your GY; add 1 Spell/Trap from your Deck to your hand that specifically lists a "Destiny HERO" monster's card name or "Destiny End Dragoon" in its text, except "Break the Destiny". You can only use 1 "Break the Destiny" effect per turn, and only once that turn.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Oct 8, 2026
51± 8/ 100
Power Score
Intrinsic 50
Deck 53

Break the Destiny — Power Evaluation

Final Score: 51 ± 8 · Confidence: Medium

  • Intrinsic: 49.7 · Deck: 52.6 · Meta: provisional
  • Primary role: Searcher/Tutor · Secondary: Board breaker/Going-second

Why it scores here

Break the Destiny is a Trap whose value is mostly its graveyard effect: once it is in the GY it can be banished to add one Spell/Trap that names a Destiny HERO monster or Destiny End Dragoon, which gives a one-card-to-one-card refuel with a live search route. Its on-field effect destroys one of your own Destiny HERO or Destiny End Dragoon monsters to make the opponent skip their next Main Phase 1, a tempo effect that costs you a body. The sampled decks run it at 400/400 with a single copy each, which confirms it is a practical, cheap slot, but that frequency is not counted as power; there is no combo evidence, so the combo and interaction scores stay low and the score is held to a medium-confidence band.

Axis scores

Axis Score Evidence
Accessibility 65 Live from the GY via a banish-to-search that requires only a Destiny HERO or Destiny End Dragoon name target; present in 400 of 400 sampled decks (observed, card text verified).
Combo & Conversion 40 No combo boards supplied, so conversion is text-only: a search plus a conditional MP1 skip, with no evidence of board building (inferred).
Resource Economy 65 Trap is spent, then the GY banish adds a card, a net refuel of one from a GY-based effect; the on-field destroy costs a monster of your own (verified from text, deck count observed).
Effect & Interaction 30 The only opponent-facing effect is skipping their next Main Phase 1, a soft tempo effect with no negation or removal of opposing cards (verified from text).
Material Utility 0 Trap card that is never a material, scored 0 by definition (verified from card type).
Resilience & Flexibility 55 Usable from hand or field as a trap and again from the GY as a banish-to-search, so it spans zones; the on-field effect needs a Destiny HERO monster to be present (verified from text, inferred for resilience).
Deck-Building Efficiency 60 Single copy in 397 of 400 decks with no garnet or lock; the restrictive Destiny HERO target means it is a deck-specific slot (observed, inferred).

Calculation

Weight profile: 0.7 Searcher/Tutor + 0.3 Board breaker/Going-second. Intrinsic ≈ 49.7, Deck ≈ 52.6, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Graveyard banish-to-search gives a live refuel from a card that is already spent
  • Single-copy, no-garnet slot that is easy to run
  • Search targets are constrained to Destiny HERO and Destiny End Dragoon, so the search quality is capped by the archetype's own support

Weaknesses

  • On-field effect destroys one of your own monsters, a real cost
  • The MP1 skip is a soft tempo effect rather than interaction against the opponent's cards
  • Search reach depends on a Destiny HERO or Destiny End Dragoon being present and on the search targets existing in the deck

Counters / choke points

  • Opponent negation of the trap while it is still on the field
  • Opponent handling of the Destiny HERO or Destiny End Dragoon monster that the on-field effect needs

Best use

Searcher/Tutor with a tempo secondary effect. Decks: Destiny HERO builds, Heroic, Swordsoul, Infernoble Knight, Igknight and Dracoslayer lists in the sample that run Destiny HERO support. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap card; on-field effect destroys a Level 8+ Destiny HERO or Destiny End Dragoon you control and skips the opponent's next Main Phase 1; GY-banish effect adds one Spell/Trap naming a Destiny HERO monster or Destiny End Dragoon, excluding itself; Once-per-turn restriction on the card's effects
  • Observed: Present in 400 of 400 sampled decks, one copy in 397 of them; Spread across 19 archetypes, with the largest share in Heroic (24.5%); Destiny HERO - Plasma co-occurs in 100% of sampled decks
  • Inferred: Search route is real but restricted to Destiny HERO and Destiny End Dragoon targets; The non-Destiny archetypes in the sample run it as a support card, which needs the Destiny HERO target names to be present to be useful; Medium-level resilience across zones
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) for archetype inclusion no banlist token, so unlimited copies are assumed no top-card ranking context











https://metaduelist.com/
Top