Trap
CounterChivalry
View:
4130
Activate only during the Battle Phase, when the effect of an opponent's Effect Monster is activated. Negate the activation and destroy that card.
Chivalry — Power Evaluation
Final Score: 55 ± 8 · Confidence: Medium
- Intrinsic: 53 · Deck: 56 · Meta: provisional
- Primary role: Removal / Negation
Why it scores here
Chivalry is a Battle Phase-only trap that negates an opponent's Effect Monster activation and destroys that monster, so its value is a single, clean interaction rather than board generation. The 30-deck sample across 20 archetypes shows it is reliably accessible and cheap to run at one copy, which earns the accessibility and deckbuilding axes. The Battle Phase restriction and the lack of any combo, material, or search role cap the score, and the high deck count reflects staple inclusion rather than extra strength (guardrail 3).
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Included in 30 of 30 sampled decks across 20 archetypes, but no combo starter or searched data exists to show routes to it (observed). |
| Combo & Conversion | 20 | Text describes only a single negate-and-destroy; combos_evidence has zero recorded boards, so conversion is text-only inference (inferred). |
| Resource Economy | 50 | Spends the trap to negate and destroy one opponent Effect Monster, which is roughly even card exchange with no refuel or draw (inferred). |
| Effect & Interaction | 52 | Strong negate-plus-destroy on Effect Monster activations, but limited to the Battle Phase and to Effect Monsters, so it misses Main Phase and non-effect plays (verified). |
| Material Utility | 0 | A Trap card has no material role and cannot be used as a body (verified). |
| Resilience & Flexibility | 35 | A set trap that needs a Battle Phase window and is exposed to backrow removal and Main Phase plays before the window opens (inferred). |
| Deck-Building Efficiency | 70 | One copy in every sampled deck, no garnet or lock, and 20 archetypes of use show it is a clean, portable slot (observed). |
Calculation
Weight profile: Removal / Negation primary role; no secondary role blended. Intrinsic ≈ 53, Deck ≈ 56, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Clean negate-and-destroy against Effect Monster activations
- Runs in 30 of 30 sampled decks at one copy across 20 archetypes
- Cheap, portable trap slot with no garnet or lock cost
Weaknesses
- Battle Phase-only window cannot answer Main Phase Effect Monster activations
- Only answers Effect Monsters, not spells, traps, or non-effect plays
- No combo, search, or material role to add board value
Counters / choke points
- Opponent plays their Effect Monster during the Main Phase, outside the Battle Phase window
- Opponent removes the set trap before the Battle Phase
- Opponent uses non-Effect Monster routes that the card cannot target
Best use
Battle Phase negate-and-destroy trap in the trap slot. Decks: Nimble, Dragonmaid, Spright, Guardragon, Solemn, Hole, X-Saber, Bystial/Byssted, Simorgh, Harpie. Suggested copies: 1.
Evidence & gaps
- Verified: Text: activate only during the Battle Phase, when an opponent's Effect Monster effect is activated; negates it and destroys that card; Included in 30 of 30 sampled decks at 1 copy each across 20 archetypes; Infinite Impermanence co-occurs in 60% of decks
- Observed: Usage statistics show 100% inclusion in one archetype (Simorgh) only; Accessibility and deckbuilding scores follow from the deck-count distribution
- Inferred: The Battle Phase window makes the card reactive rather than proactive; The one-for-one trade gives roughly even resource economy; Set-trap exposure to backrow removal lowers resilience
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies (unlimited) was assumed usage_statistics covers only one archetype (Simorgh) no rulings supplied for edge cases






