Chain Dispel
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Chain Dispel

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When a Spell/Trap Card is activated: Destroy all cards in the controller's Deck with the same name as the activated card.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
28± 8/ 100
Power Score
Intrinsic 30
Deck 32

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











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