Trap
NormalDust Tornado
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6311
Target 1 Spell/Trap your opponent controls; destroy that target, then you can Set 1 Spell/Trap from your hand.
Dust Tornado — Power Evaluation
Final Score: 60 ± 6 · Confidence: Medium
- Intrinsic: 59.4 · Deck: 59.6 · Meta: provisional
- Primary role: Removal / Negation
Why it scores here
Dust Tornado is a flexible, cheap answer that destroys any one Spell/Trap the opponent controls, including backrow, and then optionally resets one Spell/Trap from hand. It converts into a clean one-for-one with no combo or material value, so it earns its score from interaction and deck cost, not from ATK or from how often it is played. Its 400-of-400 deck presence and 81 archetypes confirm it is a live, portable staple (observed), but that frequency is not used to inflate the score.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | It is in all 400 sampled decks at about 2 copies each, so it is usually available, but it must be set and waits in the backrow, with no searcher evidence (observed). |
| Combo & Conversion | 15 | The text only destroys one target and gives an optional set, with no combos recorded, so conversion is low (verified from text; combo data is empty). |
| Resource Economy | 45 | It is a one-for-one trade, and the optional set from hand is tempo, not card advantage, so the score is roughly even (verified from text). |
| Effect & Interaction | 65 | It destroys any Spell/Trap the opponent controls, so it reaches backrow and set traps, though it cannot touch monsters (verified from text). |
| Material Utility | 5 | It is a Trap, so it has no material or level value (verified from text). |
| Resilience & Flexibility | 45 | It works across Spell/Trap zones, but once set it can be negated or removed before use (inferred from general rules; not in evidence). |
| Deck-Building Efficiency | 80 | It has no garnet or lock restriction, and 2 to 3 copies are standard across archetypes (observed from usage statistics). |
Calculation
Weight profile: Primary role Removal/Negation only; no secondary role blended. Intrinsic ≈ 59.4, Deck ≈ 59.6, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Destroys any Spell/Trap the opponent controls, including backrow
- Cheap and easy to run; 2 to 3 copies fit across many archetypes
- Optional set from hand keeps tempo after the trade
Weaknesses
- No effect on monsters
- One-for-one only, with no card advantage
- Set-and-wait timing makes it slow when it is needed immediately
Counters / choke points
- Opponent responses in the chain that negate the activation (inferred; no specific cards in evidence)
- Opponent Spell/Trap removal or negation used before activation (inferred from rules)
Best use
Backrow removal and tempo answer in control and Spell/Trap-heavy decks. Decks: Blackwings, Monarch, Heroic, Black Luster Soldier, Synchron, Gadgets, Elemental HERO. Suggested copies: 2.
Evidence & gaps
- Verified: Destroys one Spell/Trap the opponent controls, then optionally sets one Spell/Trap from hand (card text); Appears in 400 of 400 sampled decks, with 2.05 average copies (deck data); Is a Trap with no material or monster-targeting ability (card text)
- Observed: Present in 81 distinct archetypes, led by Blackwings at 12.2%; Usage statistics show 100% inclusion in Gadgets and Elemental HERO at typical copies of 3 and 2; Common partners are Mystical Space Typhoon and Mirror Force
- Inferred: Race 'Normal' indicates a Normal Trap, so it must be set before activation (metadata only; the timing is not in the text); Its optional set gives tempo rather than card advantage; Vulnerable to negation or removal while set, based on general rules
- Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no banlist token; assumed 3 copies (unlimited) no dated metagame sample, so meta power is null






