Trap
NormalEvil Eye Defeat
Archetype:
Evil Eye
View:
3401
If you control an "Evil Eye" monster: Target 1 monster on the field, or up to 2 instead if "Evil Eye of Selene" is in your Spell & Trap Zone; return them to the hand. You can only activate 1 "Evil Eye Defeat" per turn.
Evil Eye Defeat — Power Evaluation
Final Score: 48 ± 8 · Confidence: Medium
- Intrinsic: 47 · Deck: 51 · Meta: provisional
- Primary role: Removal / Negation · Secondary: Board breaker
Why it scores here
Evil Eye Defeat is a set trap that returns one monster (two with Evil Eye of Selene in the Spell & Trap Zone) to the hand, once per turn, but only while you control an Evil Eye monster. Its score comes from accessibility in the Evil Eye shell (present in all 400 sampled decks, with a strong Evil Eye partner base) and from its bounce interaction. It converts nothing into a board, is not card advantage, and has no material value, so those axes stay low. The high ATK/DEF and the 400-deck inclusion did not earn points by themselves: inclusion here mostly reflects an archetype-locked slot, and the restriction to Evil Eye monsters is why the deckbuilding and generic-utility scores are capped.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Trap that needs an Evil Eye monster on the field; present in 400/400 sampled decks with a strong Evil Eye partner base, but no starter/searched stats are supplied (observed for deck presence, inferred for live-ness). |
| Combo & Conversion | 25 | Card text only returns a monster to hand and builds nothing, and combo data reports zero appearances (inferred from text, no observed combo data). |
| Resource Economy | 40 | Bouncing an opponent monster is tempo, not card advantage, and nothing in the evidence shows refuel or recursion (inferred from text). |
| Effect & Interaction | 50 | Targets any monster on the field for a bounce, but it does not negate or destroy, and the once-per-turn clause limits its reach (verified from text). |
| Material Utility | 0 | A Trap card cannot be used as material, so the body score is zero (verified from card type). |
| Resilience & Flexibility | 40 | Set trap that can be stopped by generic negation and is limited to once per turn; no counter or redundancy data is supplied (inferred from text). |
| Deck-Building Efficiency | 45 | Mostly one copy per deck (avg 1.15) with a restriction that makes it dead outside Evil Eye shells, so the slot cost is mild but archetype-locked (observed for copy counts, inferred for restriction). |
Calculation
Weight profile: 0.7 Removal/Negation + 0.3 Board breaker. Intrinsic ≈ 47, Deck ≈ 51, Meta = provisional. Modifiers: archetype-conditional restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Live in the dominant Evil Eye shell (400/400 sampled decks)
- Targets any monster for a bounce, including opponent's monsters, with a clear once-per-turn clause
- Cheap to run at about one copy per deck
Weaknesses
- Bounce only: no negation, no destruction, no board or card advantage
- Dead without an Evil Eye monster, so it is a clear archetype restriction
- No material value and no combo data to show it converts into a board
Counters / choke points
- Generic trap negation (not quantified in the evidence)
- Opponent monster-control or hand-trap interaction that makes the activation window unreliable (inferred from text)
Best use
Removal / tempo bounce in an Evil Eye shell. Decks: Evil Eye. Suggested copies: 1.
Evidence & gaps
- Verified: Trap card: cannot be material, so the material body score is zero; Effect: bounce 1 monster (up to 2 with Evil Eye of Selene in the S/T Zone), requires an Evil Eye monster you control, once per turn; Present in 400/400 sampled decks, with 34 distinct archetypes but the top three are Evil Eye
- Observed: Copies per deck: avg 1.15, with 358 decks running 1 copy; Gameplay mix: 68.8% of decks in gameplay type 7, 22% in type 3; Top partners are Evil Eye cards, with Pareidolia in 100% of decks
- Inferred: Evil Eye monster requirement limits live-ness outside the Evil Eye shell; Bounce is tempo rather than card advantage; Generic trap negation is a realistic counter
- Data gaps: 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 no top-card ranking data supplied






