Chain Ignition
Trap Continuous

Chain Ignition

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Once per turn, if a monster(s) your opponent controls is destroyed by your opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy that target.




 
 
AI Power Analysis
Removal / NegationConfidence: LowEvaluated Oct 8, 2026
40± 12/ 100
Power Score
Intrinsic 40

Chain Ignition — Power Evaluation

Final Score: 40 ± 12 · Confidence: Low

  • Intrinsic: 40 · Deck: — · Meta: provisional
  • Primary role: Removal / Negation

Why it scores here

Chain Ignition is a reactive once-per-turn trap that destroys one field card after an opponent's card effect destroys one of their monsters. Its value depends on that narrow trigger, which excludes battle destruction, the Damage Step, and the card's own effects, so its interaction is situational rather than broad. The text alone supports a mid-low score; with no decks, combos, or guides, nothing raises it further, and the Deck and Meta layers are unavailable.

Axis scores

Axis Score Evidence
Accessibility 35 Needs to be set in the Spell/Trap zone before use and has no searcher or deck evidence; the 'once per turn' trigger also gates how often it is live (inferred from text).
Combo & Conversion 15 Does nothing on its own: it only converts an opponent's effect-driven monster destruction into one destruction of a card on the field, with no combo evidence (verified from text; no combo data).
Resource Economy 50 Card-neutral 1-for-1 destruction that stays on the field as a Continuous card, so it can repeat each turn, but nothing in the text refuels or draws (verified from text).
Effect & Interaction 40 Answers only opponent-effect destruction of monsters, a narrow trigger that cannot stop most plays; it is flexible in target choice but not broad (verified from text; no observed frequency).
Material Utility 0 Trap card with no monster body, so it is never material (verified from card type).
Resilience & Flexibility 40 Continuous Trap stays on the field across turns, but as a Spell/Trap it is exposed to Spell/Trap removal and only fires once per turn (inferred from text).
Deck-Building Efficiency 75 No garnet, lock, or self-restriction in the text, so it is a clean slot that is easy to run (verified from text).

Calculation

Weight profile: Primary role Removal / Negation; no secondary roles, so no blend. Intrinsic ≈ 40, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Intrinsic only (no decks and no combos; Deck = null, Meta = null)

Strengths

  • Continuous Trap that can fire once per turn while it stays on the field
  • Destroys any card on the field, so target choice is broad
  • Clean to run with no garnet or self-lock

Weaknesses

  • Trigger is narrow: only after an opponent's card effect destroys one of their monsters
  • Set-only access that needs a trap in hand and an open Spell/Trap zone
  • No own-side value or refuel; it is a 1-for-1 trade

Counters / choke points

  • Spell/Trap removal or destruction, which removes the trap itself
  • Opponent avoiding effect-based destruction of their monsters, which denies the trigger

Best use

Situational reactive removal against decks that destroy their own monsters through card effects. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap Card, Continuous, once per turn trigger on opponent effect destruction of their monster; Target and destroy one card on the field; Legal in TCG, OCG, MasterDuel, DuelLinks
  • Inferred: Set-only access and dependence on an open Spell/Trap zone; Narrow trigger limits practical use to particular matchups
  • Data gaps: no decks supplied — deck/synergy signals unavailable no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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