Discord
Trap Continuous

Discord

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Neither player can Synchro Summon. Send this card to the Graveyard during your 3rd End Phase after activation.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Oct 8, 2026
47± 8/ 100
Power Score
Intrinsic 48
Deck 46

Discord — Power Evaluation

Final Score: 47 ± 8 · Confidence: Medium

  • Intrinsic: 48 · Deck: 46 · Meta: provisional
  • Primary role: Floodgate/Control

Why it scores here

Discord is a one-card Synchro floodgate: it stops both players from Synchro Summoning for a few turns, and that lock is the only thing it converts into value. Its 383-deck presence across 99 archetypes is real but reflects a generic staple that is run for its lock, not a card that wins on its own, so that breadth earns only the portability and accessibility points. Its lack of combo evidence, its zero material value, and its 1-for-0 economy keep the score in the middle band, and the Synchro lock also restricts the controller's own Synchro lines, which costs a modifier.

Axis scores

Axis Score Evidence
Accessibility 60 Set trap that is live in hand or from a set in 383 recent decks with 1.73 copies on average, but no searcher or combo route is recorded (observed).
Combo & Conversion 15 Zero recorded boards and no examples, so it converts nothing beyond its own lock effect (verified: combo data total combos 0).
Resource Economy 20 A 1-for-0 trap that gives no card advantage or refuel, and it is sent to the GY after its lock ends (verified: card text).
Effect & Interaction 45 Hard lock on Synchro Summon for both players, which is situational against Synchro-based lines and not a negation or removal (inferred from card text).
Material Utility 5 A Trap card with no level, attribute, or material value, so it contributes nothing as material (verified: card type Trap Card).
Resilience & Flexibility 40 Sits in the Spell/Trap zone where backrow removal can reach it, and it has no recovery or redundancy beyond multiple copies (inferred).
Deck-Building Efficiency 55 One slot with no garnets and strong multi-archetype portability, but a Synchro lock restricts the controller's own Synchro builds (observed: 99 archetypes; inferred: self-restriction).

Calculation

Weight profile: Floodgate/Control primary, no secondary role blend. Intrinsic ≈ 48, Deck ≈ 46, Meta = provisional. Modifiers: Self-restriction on Synchro lines (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap one-card lock against Synchro Summon, with no garnet cost
  • Portable across 99 archetypes and 383 recent decks, so it fits many homes
  • Hits both players, so it works on either side of a Synchro-based matchup

Weaknesses

  • No combo, material, or card-advantage role in recorded boards
  • Its lock also restricts the controller's own Synchro lines
  • Set trap that can be destroyed by backrow removal before it does anything

Counters / choke points

  • Backrow removal or trap destruction before the lock is used
  • Non-Synchro decks, which are unaffected by the lock

Best use

Synchro floodgate or utility trap in decks that do not depend on Synchro Summon. Decks: Destiny Heros, Temple of the Kings, Apophis. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: neither player can Synchro Summon; sent to the Graveyard during the controller's 3rd End Phase after activation; Card type is Trap Card with no material value; Recorded in 383 recent decks across 99 archetypes, average 1.73 copies
  • Observed: Destiny Heros shows the highest inclusion at 15.7% of decks; Top partners Droll & Lock Bird (57.2%) and Ash Blossom & Joyous Spring (53.8%) indicate a common interaction-heavy shell; Combos evidence records no boards containing the card
  • Inferred: The Synchro lock is situational, hurting Synchro-based lines and sometimes the controller's own Synchro lines; Backrow removal can clear the card before it is useful
  • Data gaps: No combos supplied, so combo conversion is text-only inference No banlist token; copies assumed up to 3 (unlimited) No dated metagame sample, so Meta is provisional and null The guide mention is a generic Spell/Trap section with an empty snippet, so it adds no specific role evidence No official rulings supplied for the 3rd End Phase timing











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