Evil Eye Mesmerism
Trap Continuous

Evil Eye Mesmerism

  • Archetype:
  • Evil Eye

  • View:
  • 3527




When your opponent Special Summons a monster(s): Activate this card by targeting 1 of those Summoned monsters in Attack Position, with less ATK than an "Evil Eye" monster you control; take control of that monster. When that monster leaves the field, destroy this card. While "Evil Eye of Selene" is in your Spell & Trap Zone, that targeted monster is also treated as an "Evil Eye" monster. You can only activate 1 "Evil Eye Mesmerism" per turn.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 9, 2026
54± 6/ 100
Power Score
Intrinsic 55
Deck 53

Evil Eye Mesmerism — Power Evaluation

Final Score: 54 ± 6 · Confidence: Medium

  • Intrinsic: 55 · Deck: 53 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Utility

Why it scores here

Evil Eye Mesmerism is a conditional steal: it turns one opponent Special Summon into a monster you control, but only if that monster is in Attack Position, has lower ATK than an Evil Eye monster you control, and it is once per turn. The card converts one Trap into a one-for-one board swing, not a multi-card engine, so the score sits in the middle. Its high deck count (77 decks, 97% co-occurrence with core Evil Eye partners) confirms it is reliably live inside Evil Eye, but that frequency does not raise the score. Its 3,471 page views and the Evil Eye archetype label earned no points.

Axis scores

Axis Score Evidence
Accessibility 60 Set Trap, live whenever the opponent Special Summons into an Evil Eye board; 77 decks and 97% partner co-occurrence confirm access (observed). No combo starter data (verified gap).
Combo & Conversion 45 Steals a monster but adds no body or follow-up on its own; no combo examples are supplied (inferred from text).
Resource Economy 50 One card spent for one stolen monster that is destroyed when the card leaves, so the net is roughly even (inferred from text).
Effect & Interaction 55 Strong answer to opponent Special Summons, but it needs an Attack Position target with lower ATK than an Evil Eye monster, so it is situational rather than flexible (verified from text, observed in decks).
Material Utility 5 A Trap has no body, so it provides no material value (verified from card type).
Resilience & Flexibility 40 Backrow removal or negation ends it before it resolves, and the steal ends if the card leaves the field; it is once per turn (verified from text, inferred for interaction).
Deck-Building Efficiency 70 Usually 1 copy per deck (avg 1.08), 3 copies legal, no garnet or lock. Its Evil Eye monster requirement is a deck restriction (observed in decks).

Calculation

Weight profile: Removal / Negation primary profile (no secondary blend applied). Intrinsic ≈ 55, Deck ≈ 53, Meta = provisional. Modifiers: Archetype-locked restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Steals an opponent's freshly Special Summoned monster, turning their play into a board swing for you
  • Live in Evil Eye decks in 97% of sampled decks alongside core partners
  • Cheap to run: 1 copy per deck, no garnet or lock, legal in TCG, OCG and MasterDuel

Weaknesses

  • Conditional: needs an Attack Position target with lower ATK than an Evil Eye monster you control
  • Once per turn, and the steal ends when this card leaves the field
  • Dead outside Evil Eye-style decks because the Evil Eye monster requirement is hard to meet otherwise

Counters / choke points

  • Backrow removal or negation before activation (e.g. traps that destroy or negate face-down cards)
  • Summoning the monster in Defense Position, or summoning a monster whose ATK is at or above your Evil Eye monsters

Best use

One-card answer to an opponent's Special Summon that also swings the board. Decks: Evil Eye (archetype 595 and the other Evil Eye archetype IDs in the sample), Evil Eye Fiendsmith / Yubel-style builds with an Evil Eye monster on field. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap Card, Continuous; once per turn; targets an Attack Position monster summoned by the opponent with ATK below an Evil Eye monster you control; destroyed when the stolen monster leaves the field; 77 of 77 sampled decks run it in the main deck; average 1.08 copies per deck
  • Observed: 97.4% co-occurrence with the Evil Eye core partners across the 77 decks; Top-Card ranking data not supplied; accessibility comes from deck sample only
  • Inferred: Evil Eye monster requirement limits it to Evil Eye-style decks, so cross-archetype inclusion is only a sign of compatibility; Net card advantage is roughly even because the card is a one-for-one steal
  • 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 context supplied











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