Dark Coffin
Trap Normal

Dark Coffin

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When this face-down card is destroyed and sent to the Graveyard, your opponent selects and executes 1 of the following effects: ● Discard 1 random card in their hand. ● Select 1 monster on their side of the field and destroy it.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 8, 2026
55± 8/ 100
Power Score
Intrinsic 56
Deck 54

Dark Coffin — Power Evaluation

Final Score: 55 ± 8 · Confidence: Medium

  • Intrinsic: 56 · Deck: 54 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Utility

Why it scores here

Dark Coffin is a face-down punisher: when it is destroyed and sent to the Graveyard, the opponent must pick one of two costs, either discarding a random card or destroying one of their own monsters. It earns its score from that forced-choice punishment on destruction, not from any board-building or negation ability. It is cheap to run, generic across homes, and has no garnet cost, but it is reactive and only pays off after the opponent has already chosen to destroy it.

Axis scores

Axis Score Evidence
Accessibility 55 A set Trap that appears in 6 of 6 sampled decks across 4 archetypes, but no searcher or combo route is evidenced (observed, inferred).
Combo & Conversion 35 Text gives a one-card punisher with no build-out; combo data has 0 appearances, so conversion is text-only (inferred).
Resource Economy 60 Each trigger costs the opponent either a random hand card or a monster, and the card costs no extra resources; the trade is roughly even to slightly favourable (verified, inferred).
Effect & Interaction 55 Punishes opponent destruction effects with a choice rather than negating them; soft, situational interaction (verified, inferred).
Material Utility 5 A face-down Trap is never material, so the body contributes nothing here (verified).
Resilience & Flexibility 45 It only works when destroyed, and the opponent can simply avoid destroying it, so it is dead in many spots (inferred).
Deck-Building Efficiency 80 A generic, garnet-free Trap that runs 2 to 3 copies in the sample with no locking restriction (observed, verified).

Calculation

Weight profile: 0.7 Removal/Negation + 0.3 Utility (blended). Intrinsic ≈ 56, Deck ≈ 54, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Generic Trap that appears across 4 archetypes, so it has several homes
  • Cheap to run with no garnet or lock cost
  • Forced opponent choice punishes destruction-based removal

Weaknesses

  • Reactive: only works after the card is destroyed
  • Opponent can simply choose not to destroy it
  • No combo or searcher evidence, so there is no proactive engine role

Counters / choke points

  • Opponent avoids destroying it, so it stays face-down and inert
  • Non-destruction interaction does not trigger it

Best use

Removal / Negation. Decks: Unchained, Blackwings, Solemn, Trap Hole. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: opponent chooses between discarding a random card and destroying a monster on their side when this face-down card is destroyed; Appears in 6 of 6 sampled decks, 2 to 3 copies each
  • Observed: Appears alongside Blackwing staples and Heavy Storm / Mystical Space Typhoon in 3 decks each
  • Inferred: Trigger depends on the opponent destroying the card, so it is reactive; Resource trade is roughly even
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) for inclusion calibration no banlist token, assumed 3 copies (unlimited) no rulings or timing data for the destruction trigger











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