Trap
NormalDriving Snow
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3376
You can only activate this card when 1 or more of your Trap Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls. Destroy 1 Spell or Trap Card on the field.
Driving Snow — Power Evaluation
Final Score: 43 ± 8 · Confidence: Medium
- Intrinsic: 43 · Deck: 43 · Meta: provisional
- Primary role: Removal
Why it scores here
Driving Snow converts a single activation into one destruction of one Spell or Trap on the field, so its value is a narrow, one-for-one answer rather than a board or a card-advantage engine. Its activation requires one of the player's own Trap Cards to be destroyed and sent to the Graveyard by an opponent's card effect, which makes it reliable only in specific interaction windows. The deck sample (10 decks across 6 archetypes, one copy each) confirms it is a playable utility answer, but that inclusion is not treated as power; no combo or guide evidence supports a higher conversion read.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | Activation needs an opponent effect to destroy one of your own Traps, so it is live only in specific windows; it is played in 10 decks across 6 archetypes, but there is no searcher or combo-start evidence (verified text, observed deck count, inferred narrowness). |
| Combo & Conversion | 20 | The card text destroys one Spell or Trap and builds nothing; there are zero combo appearances, so conversion is text-only inference (verified text; no combo data). |
| Resource Economy | 40 | It is a one-for-one destruction with no draw, search, or refuel, so it roughly trades evenly with the card it answers (verified text, inference). |
| Effect & Interaction | 40 | It removes one Spell or Trap, a narrow target type with no negation, so interaction is real but situational (verified text). |
| Material Utility | 0 | It is a Trap Card and provides no monster body or material value (verified card type). |
| Resilience & Flexibility | 30 | Its trigger depends on an opponent effect destroying a Trap of yours, and it is a set-position card that can be disrupted before use; there is no recovery evidence (inferred from text). |
| Deck-Building Efficiency | 60 | It is a single-copy card with no garnets or locks, and 10 of 10 sampled decks run exactly one copy, but its narrow activation condition makes it a conditional slot (observed deck stats, inferred restriction). |
Calculation
Weight profile: Removal / Negation profile only (single primary role, no secondary blend). Intrinsic ≈ 43, Deck ≈ 43, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Destroys any one Spell or Trap on the field, so it hits a wide range of backrow targets
- Played in 10 of 10 sampled decks across 6 archetypes at one copy each, so it has a practical home
- Cheap to run with no garnet or lock restrictions
Weaknesses
- Activation requires an opponent effect to destroy one of your own Traps, a narrow and hard-to-force condition
- No card advantage or board presence; a one-for-one answer only
- No searcher or combo-start route in the evidence
Counters / choke points
- Opponent does not use a card effect to destroy a Trap, so the activation condition is never met
- Opponent negates or destroys the card while it is set
Best use
Situational Spell/Trap removal in lists that already run Trap Cards (inferred from deck sample). Decks: Ice Barrier, Tenyi, Swordsoul. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: activates only when 1+ of your Trap Cards are destroyed and sent to the GY by an opponent's card effect; destroys 1 Spell or Trap on the field; Card type: Trap Card, race Normal, formats TCG/OCG/MasterDuel/DuelLinks; Played in 10 of 10 sampled decks at 1 copy each (decks_running_main 10)
- Observed: Appears in decks of 6 archetypes: Ice Barrier 3, Tenyi 2, Swordsoul 2, Hole 1, Traptrix 1, no archetype 1; Gameplay type split: 7 decks type 6, 3 decks type 7; Top partners each appear in 4 of 10 decks (uniform co-occurrence, likely a sample artifact rather than specific synergy); No combos recorded; no guides; no usage statistics; not a Top Card
- Inferred: Activation window is narrow because it depends on an opponent effect destroying one of the player's Traps; Playable as a generic backrow answer in Trap-using lists, not as a power driver; Trade is roughly even one-for-one
- Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) available; inclusion read from the 10-deck sample only no banlist token; assumed 3 copies (unlimited) no rulings or interaction data; activation timing with opponent effects is inferred from text






