Dark Illusion
Trap Counter

Dark Illusion

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When a Spell/Trap Card, or monster effect, is activated that targets a DARK monster on the field: Negate the activation, and if you do, destroy that card.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 8, 2026
58± 6/ 100
Power Score
Intrinsic 58
Deck 58

Dark Illusion — Power Evaluation

Final Score: 58 ± 6 · Confidence: Medium

  • Intrinsic: 57.5 · Deck: 58.5 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Floodgate/Control

Why it scores here

Dark Illusion is a set Trap that answers a single trigger: an activation that targets a DARK monster. When it hits, it negates the activation and destroys the card, a clean 1-for-1 that the rubric rewards under effect_interaction. Its score is capped by the narrow DARK-targeting condition, the need to be set before the trigger, and the lack of any combo or searcher evidence. High deck counts (210 decks across 34 archetypes) confirm it is a practical, portable pick, but they do not by themselves raise its power.

Axis scores

Axis Score Evidence
Accessibility 45 Needs to be set and drawn, with no searcher or combo-start evidence; the 1.17 average copies and 34 archetypes show it is routinely reachable (observed).
Combo & Conversion 15 No combo boards recorded (combos_evidence.total_combos = 0), and the card does not build a board by itself (inferred from text).
Resource Economy 50 Negates and destroys one card, a trade that leaves card count roughly even with no refuel or search (inferred from text).
Effect & Interaction 70 Negates any Spell/Trap or monster-effect activation that targets a DARK monster and destroys the source; strong when it hits, but narrow to DARK targets (verified from text).
Material Utility 5 A Trap Card with no material or level role (verified from card type).
Resilience & Flexibility 40 A set Trap that can be removed before it triggers, and it is only live when the opponent targets a DARK monster (inferred from text).
Deck-Building Efficiency 75 Single-copy-friendly, with no garnet or self-lock restriction, and it fits across many archetypes (observed from copies_per_deck and archetype spread).

Calculation

Weight profile: Primary role only: Removal / Negation profile (no secondary blend). Intrinsic ≈ 57.5, Deck ≈ 58.5, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Clean negate-and-destroy on a DARK-targeting activation (verified from text)
  • Played across 210 recorded decks and 34 archetypes, so it is a portable, practical pick (observed)
  • Low deckbuilding cost: usually one copy, no garnet or self-lock (observed)

Weaknesses

  • Only triggers on activations that target a DARK monster (verified from text)
  • Must be set in advance and is a Trap, so it is slow to respond (inferred from text)
  • No combo or board-building value; it is pure interaction (observed: no combo appearances)

Counters / choke points

  • Targeting a non-DARK monster or using non-targeting effects bypasses it (verified from text)

Best use

Set-trap negation / DARK-targeting interaction in DARK-heavy decks. Decks: Branded, Bystial/Byssted, Wicked God, Blackwings, Borrel, Despia. Suggested copies: 1.

Evidence & gaps

  • Verified: Negates Spell/Trap or monster-effect activations that target a DARK monster and destroys the source; Card type is Trap Card; Formats: TCG, OCG, MasterDuel, DuelLinks
  • Observed: Appears in 210 of the sampled decks, with 1.17 average copies; Spread across 34 archetypes, led by Branded at 22.9%; No combo appearances recorded
  • Inferred: Set-trap timing limits how soon it can respond; Its practical value depends on the opponent targeting DARK monsters
  • Data gaps: 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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