Disarmament
Trap Normal

Disarmament

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Destroy all Equip Cards on the field.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: LowEvaluated Oct 8, 2026
39± 10/ 100
Power Score
Intrinsic 39

Disarmament — Power Evaluation

Final Score: 39 ± 10 · Confidence: Low

  • Intrinsic: 39 · Deck: — · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Removal / Negation

Why it scores here

Disarmament is a Normal Trap whose only effect is to destroy every Equip Card on the field, so its value is entirely a narrow board breaker against equip-based strategies. It converts nothing into a board on its own, and it cannot be used as material. No decks, combos, or guides were supplied, so the score rests on card text alone and is provisional. High frame, view-count, or format-availability signals earned no points.

Axis scores

Axis Score Evidence
Accessibility 45 Set from hand with no search or summon route; it is only live when an Equip Card is on the field (verified text, inferred access) (inferred).
Combo & Conversion 15 Destroys cards but builds nothing; no combo stats were supplied, so conversion is text-only inference (inferred).
Resource Economy 35 One activation can remove several equips, but it is a one-for-many clear with no refuel and it also hits the controller's own equips (verified text, inferred value) (inferred).
Effect & Interaction 40 Strong against equip-heavy boards but narrow, with no effect on monsters or spells (verified text) (verified).
Material Utility 5 A trap card cannot be used as material, and it has no level, attribute, or name value (verified text) (verified).
Resilience & Flexibility 35 It is a single set trap that a trap-negation effect can stop, and it has no redundancy or recovery route (inferred).
Deck-Building Efficiency 55 Costs one trap slot with no garnet or lock restriction, but is dead when the opponent plays no equips (inferred).

Calculation

Weight profile: Primary role only: Board breaker / Going-second (no secondary blend applied). Intrinsic ≈ 39, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; provisional, Deck = null)

Strengths

  • Destroys all Equip Cards on the field in one non-targeting activation (verified)
  • Cheap single trap slot with no garnet or lock restriction (inferred)
  • Hits equip-based lines regardless of which card the equip is attached to (verified)

Weaknesses

  • Narrow: does nothing when no Equip Cards are on the field (verified)
  • No interaction with monsters, spells, or non-equip backrows (verified)
  • Set trap, so it is vulnerable to trap negation and to being played around (inferred)
  • Hits the controller's own Equip Cards too (verified)

Counters / choke points

  • Opponent builds without Equip Cards
  • Opponent holds trap negation
  • Opponent uses monster-based or non-equip boards

Best use

Board breaker against equip-heavy opponents; sideboard or tech-style choice. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Destroy all Equip Cards on the field.; Card type: Normal Trap; legal in TCG, OCG, MasterDuel, DuelLinks; Trap cards cannot be material
  • Inferred: Narrow board-breaker role from text; Accessibility as a set trap with no search route; Trap-negation vulnerability and self-hit on own equips
  • 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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