Trap
ContinuousFollow Wing
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Activate this card by targeting 1 Synchro Monster you control; it cannot be destroyed by battle or your opponent's card effects. At the start of the Damage Step, if it battles an opponent's Level 5 or higher monster: You can destroy that opponent's monster, and if you do, the targeted Synchro Monster gains ATK equal to the original ATK of the destroyed monster, until the end of this turn. When that monster leaves the field, destroy this card.
Follow Wing — Power Evaluation
Final Score: 49 ± 8 · Confidence: Medium
- Intrinsic: 49.9 · Deck: 48.7 · Meta: provisional
- Primary role: Board breaker · Secondary: Removal
Why it scores here
Follow Wing is a Synchro-dependent Continuous Trap: it needs a Synchro Monster on the field to target, then converts a battle with a Level 5+ monster into a destruction plus an ATK gain. Its power comes from that conditional board-break and the brief battle/effect protection on the Synchro, not from the Trap's own stats, which do not exist. The 39-deck sample across 14 archetypes confirms it is a practical Synchro staple, but no combo or guide evidence shows it converting into a board, so combo conversion stays low. Its ceiling is limited by the one-battle trigger, the destroy-on-leave clause, and the need for a Synchro on field.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 40 | Set from hand but gated on a Synchro being on the field and no searcher or search route exists in the evidence; 39 decks run it at 1.08 copies on average (observed, inferred for the gate). |
| Combo & Conversion | 30 | Text-only inference: it turns a Synchro's battle into a Level 5+ kill and an ATK gain, but combo data has 0 appearances (inferred). |
| Resource Economy | 50 | One Trap buys one opponent monster destroyed on battle, and it is itself destroyed when that monster leaves the field, so the trade is roughly even (verified text, inferred balance). |
| Effect & Interaction | 50 | Destroys a Level 5+ monster during a battle the Synchro starts and protects it from battle and opponent card effects, which is situational rather than flexible (verified text). |
| Material Utility | 0 | A Trap has no body, so it cannot be Synchro material or a name/level provider (verified card type). |
| Resilience & Flexibility | 45 | Protection covers only battle and opponent effects, is tied to one Synchro target, and the card dies when the destroyed monster leaves the field; it is a single-copy, single-zone line (inferred from text). |
| Deck-Building Efficiency | 65 | One copy in 36 of 39 decks, no garnet or lock, and no self-restriction; it costs a Trap slot with a Synchro dependency (observed, verified text). |
Calculation
Weight profile: 0.7 Board breaker + 0.3 Removal. Intrinsic ≈ 49.9, Deck ≈ 48.7, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Destroys a Level 5+ opponent monster on battle, a conditional board-break that Synchro decks can trigger
- Protects its target Synchro from battle and opponent card effects for the turn
- Spread across 14 archetypes in the 39-deck sample, so it is portable within Synchro-based builds
- Single copy per deck with no garnet or self-locking restriction
Weaknesses
- Dead without a Synchro Monster on the field to target
- Only works when the Synchro battles a Level 5+ monster; Level 4 and lower targets are not affected
- Destroyed when the monster it killed leaves the field, so it is a one-shot effect
- No combo, material, or guide evidence of a strong board or follow-up
Counters / choke points
- Opponent destroys or negates the targeted Synchro before the battle step
- Opponent avoids battling with Level 5+ monsters, or attacks with Level 4 and lower monsters
- Opponent's removal on the Synchro leaves the Trap with no valid target
Best use
Board breaker, single-copy Synchro support. Decks: Synchron, Speedroid, Resonator, Archfiend. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: targets one Synchro you control, grants battle and opponent-effect protection, destroys a Level 5+ monster on battle, destroyed when that monster leaves the field; 39 decks run it, avg 1.08 copies, 14 distinct archetypes, 89.7% in gameplay type 7
- Observed: Top partners co-occur in 16 to 18 of the 39 decks (Hot Red Dragon Archfiend Abyss 46.2%, Soul Resonator and others 41%)
- Inferred: Accessibility is gated on a Synchro being on the field; Trade is roughly even because the card dies when the destroyed monster leaves the field; Board-break role is real but situational
- 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 the deck sample only no evidence of how often the Level 5+ battle trigger actually fires in play






