Trap
NormalChain Dispel
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3670
When a Spell/Trap Card is activated: Destroy all cards in the controller's Deck with the same name as the activated card.
Chain Dispel — Power Evaluation
Final Score: 28 ± 8 · Confidence: Medium
- Intrinsic: 30.2 · Deck: 31.5 · Meta: provisional
- Primary role: Utility
Why it scores here
Chain Dispel's text only destroys cards with the same name as an activated Spell/Trap from the controller's own Deck, so it converts nothing into board presence, card advantage, or opponent interaction. The score comes from a single-copy, low-cost trap slot that appears in 14 sampled decks across 7 archetypes. Its high co-occurrence with Ash Blossom, Effect Veiler and Droll reflects staple density rather than the card's own power (guardrail 3), and its view count earned no points.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 40 | Set Trap with no searcher or combo route in the evidence; it is run as a 1-copy card in 12 of 14 decks, so access is incidental (observed). |
| Combo & Conversion | 10 | No recorded boards (combo data total 0) and the text builds nothing on its own (verified text, observed absence). |
| Resource Economy | 10 | The only effect destroys cards from the controller's own Deck, with no draw, search, or refuel and a self-inflicted cost (verified). |
| Effect & Interaction | 10 | The text never affects the opponent's cards, zones, or activations; it only acts on the controller's Deck (verified). |
| Material Utility | 0 | A Trap Card cannot be used as Link, Xyz, Synchro, or Fusion material, so the body scores zero (verified from frame type). |
| Resilience & Flexibility | 25 | A set trap with no redundancy in the 1-copy deck lines, and it is exposed to backrow removal (inferred). |
| Deck-Building Efficiency | 65 | A single slot with no garnet, lock, or brick restriction and a 1.14 average copy count, so it is cheap to run (observed). |
Calculation
Weight profile: Utility / no clear role (default), applied to primary role only. Intrinsic ≈ 30.2, Deck ≈ 31.5, Meta = provisional. Modifiers: Self-inflicted deck attrition (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Cheap single-slot trap that fits into 7 different archetypes in the sample (verified)
- Legal in TCG, OCG, MasterDuel and DuelLinks per the formats list (verified)
Weaknesses
- Acts only on the controller's own Deck and never on the opponent's cards (verified)
- Requires being set and activated as a trap, with no body or card advantage (verified)
- No combo, guide, or usage-statistics evidence to show a meaningful role beyond staple inclusion (verified absence)
Counters / choke points
- Backrow removal or a negation of the trap before its trigger resolves (inferred)
Best use
Utility / tech trap. Decks: Mathmech, Firewall, Invoked. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: destroys same-name cards in the controller's own Deck when a Spell/Trap is activated; Trap Card frame, so it has no material value; 14 sampled decks, 7 archetypes, 1.14 average copies; Legal in TCG, OCG, MasterDuel and DuelLinks
- Observed: Mathmech and Firewall hold 4 decks each, Invoked 2; Top partners appear in 57-86% of decks, reflecting staple density; Combos sample contains no boards with this card
- Inferred: Primary role Utility, because the text has no clear starter, searcher, or interaction function; Interaction value is near zero because the effect never reaches the opponent's Deck
- Data gaps: No combos supplied, so combo conversion is text-only inference No guides supplied No banlist token, so unlimited copies were assumed No usage statistics (StatisticsCard) for inclusion % calibration No top-card ranking data Controller/trigger ambiguity in 'When a Spell/Trap Card is activated' is not resolved by any ruling in the evidence






