Trap
NormalBreak the Destiny
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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.
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






