Changing Destiny
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Changing Destiny

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When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and if you do, change it to Defense Position and it cannot change its battle position while it is face-up on the field. Then, your opponent chooses 1 of these effects. ● You (the opponent of this card's activator) gain LP equal to half the target's ATK. ● Your opponent (the activator of this card) takes damage equal to half the target's ATK.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 8, 2026
49± 8/ 100
Power Score
Intrinsic 52
Deck 47

Changing Destiny — Power Evaluation

Final Score: 49 ± 8 · Confidence: Medium

  • Intrinsic: 52 · Deck: 47 · Meta: provisional
  • Primary role: Removal / Negation

Why it scores here

Changing Destiny is a set Trap that answers one thing, an opponent's attack: it negates the attack, forces the attacker into Defense Position with a lock on its battle position, and then gives the opponent a choice of gaining LP or taking damage equal to half the target's ATK. The effect is a clean one-for-one answer with a life-point swing, so it earns its points under Effect interaction and Deckbuilding efficiency. High ATK on the target does not add points, since the damage and LP scale only as a bonus on top of the negation. It cannot be material, has no combo presence in the evidence, and rests on a thin two-deck sample, which is why the final score sits in the middle of the range.

Axis scores

Axis Score Evidence
Accessibility 40 It is a set Trap with no searcher or extender route in the evidence, and it appears in only 2 of the sampled decks at 1 copy each, so it is live only when already set (verified text; observed deck counts).
Combo & Conversion 25 No recorded boards exist, and the text converts one attack into a defensive stall plus an LP or damage swing rather than building a board (inferred from text; no combo data).
Resource Economy 40 It spends one card to answer one attack with no draw, search, or recursion; the half-ATK LP or damage swing is value but not card advantage (verified text; inferred).
Effect & Interaction 60 It negates attacks and locks the attacker's battle position, a strong answer to attacks but limited to attacks and not to effects or spells (verified text; inferred).
Material Utility 0 A Trap Card cannot be used as material, so this axis is zero by rule (verified card type).
Resilience & Flexibility 35 Being a single set Trap, it is exposed to the usual trap interruption and works in one zone and one moment, with no redundancy in the evidence (inferred; no interaction data).
Deck-Building Efficiency 75 It is a single-copy, unrestricted Trap with no garnet or lock requirement, so it fits as a cheap slot-in (verified text; observed copies per deck = 1).

Calculation

Weight profile: Primary role Removal / Negation, no secondary roles. Intrinsic ≈ 52, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Negates an attack and forces the attacker into Defense Position with its battle position locked
  • Adds an LP or damage swing of half the target's ATK on top of the negation
  • Single copy, unrestricted, cheap to run

Weaknesses

  • Only answers attacks, not effects, spells or traps
  • Set Trap, so it needs to be set and survive until the attack
  • No searcher or extender route in the evidence

Best use

Attack-negation trap (Removal / Negation). Decks: Blue-Eyes. Suggested copies: 1.

Evidence & gaps

  • Verified: Negates a monster's attack, changes it to Defense Position, and locks its battle position while face-up (card text); Opponent chooses between gaining LP or taking damage equal to half the target's ATK (card text); Trap Card type, so it cannot be material (card type)
  • Observed: Present in 2 of the sampled decks, 1 copy each, across Blue-Eyes and no-archetype lists (deck data)
  • Inferred: Practical value is limited to attack-negation, so it is a soft answer to effect-heavy boards (text and rules reasoning); Set-trap exposure to standard trap interruption reduces resilience (inference; no interaction data)
  • Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard); archetype inclusion inferred from a 2-deck sample only no banlist token; assumed 3 copies (unlimited) no rulings or interaction data for the trap's timing











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