Dust Tornado
Trap Normal

Dust Tornado

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Target 1 Spell/Trap your opponent controls; destroy that target, then you can Set 1 Spell/Trap from your hand.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 9, 2026
60± 6/ 100
Power Score
Intrinsic 59
Deck 60

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











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