Chain Whirlwind
Trap Normal

Chain Whirlwind

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Activate only when a card on the field is destroyed by a card effect. Select 2 Spell/Trap Cards on the field and destroy them.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Oct 8, 2026
51± 8/ 100
Power Score
Intrinsic 53
Deck 49

Chain Whirlwind — Power Evaluation

Final Score: 51 ± 8 · Confidence: Medium

  • Intrinsic: 53 · Deck: 49 · Meta: provisional
  • Primary role: Removal · Secondary: Negation/Interaction

Why it scores here

Chain Whirlwind is a reactive backrow removal trap: it converts one specific event, a card on the field being destroyed by a card effect, into the destruction of two Spell/Trap cards. Its score is held down by that narrow trigger, which makes it dead in many spots, and by the absence of combo evidence to show it does more than trade cards. Its moderate deck presence (9 decks across 6 archetypes, 1–3 copies) confirms it is a real, portable pick, but it earns no credit for popularity or for being a trap rather than a monster.

Axis scores

Axis Score Evidence
Accessibility 45 A face-down trap that needs a destruction-by-effect event before it can be used, and it is played in 9 of the attached decks (inferred from text, deck count verified; the trigger gates usage).
Combo & Conversion 30 Converts a destruction event into two Spell/Trap removals and builds no board of its own; no combo boards were supplied (inferred from text; no combo stats).
Resource Economy 55 Can be a 2-for-1 when it hits two opposing backrow cards, but it is a card spent for up to two cards removed (inferred from text and the 1.67 average copies per deck).
Effect & Interaction 55 Destroys two Spell/Trap cards on the field, a strong backrow answer when the trigger happens, but the timing is narrow (verified from card text).
Material Utility 5 A trap card that is never a material or summon body (verified from card type).
Resilience & Flexibility 35 Any negation of the trap ends it, and it cannot act without a destruction event on the field (inferred from text).
Deck-Building Efficiency 65 A single normal trap with no garnet or lock restriction, run at 1 to 3 copies across the sample (observed from deck copies distribution).

Calculation

Weight profile: Primary role Removal/Negation; no secondary blend applied. Intrinsic ≈ 53, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Destroys up to two Spell/Trap cards from the field in one activation (verified from card text)
  • Generic trigger that works across many archetypes: 6 distinct archetypes in the sample (observed)
  • Cheap to run: single copy in most decks, no garnet or lock (observed)

Weaknesses

  • Requires a card on the field to be destroyed by a card effect before it can activate (verified from card text)
  • Dead in spots without that trigger, which limits how often it can be used (inferred)
  • No combo or guide evidence showing it converts into a board (data gap)

Counters / choke points

  • Negation of the trap itself, which ends its effect (inferred, generic)

Best use

Reactive backrow removal. Decks: Artifact.

Evidence & gaps

  • Verified: Activates only when a card on the field is destroyed by a card effect, then destroys 2 Spell/Trap cards on the field (card text); Formats: TCG, OCG, MasterDuel, DuelLinks (evidence card block); 9 attached decks, 1.67 average copies, Artifact in 4 of 9 (deck stats)
  • Observed: Mystical Space Typhoon co-occurs in 7 of 9 decks (deck partners); Artifact is the main home at 44.4% of decks (deck archetypes)
  • Inferred: The destruction trigger limits how often the card can be used in a game; Negating the trap is the main answer to it
  • Data gaps: no combos supplied: combo conversion is text-only inference no guides supplied no banlist token: assumed 3 copies (unlimited) no usage statistics (StatisticsCard): inclusion % inferred from the 9-deck sample only no top-card ranking data supplied











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