Trap
CounterFusion Guard
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3541
Activate only when an effect that inflicts damage is activated. Negate its activation and effect, and randomly send 1 Fusion Monster from your Extra Deck to the Graveyard.
Fusion Guard — Power Evaluation
Final Score: 50 ± 8 · Confidence: Medium
- Intrinsic: 53 · Deck: 51 · Meta: provisional
- Primary role: Removal / Negation
Why it scores here
Fusion Guard is a Trap that negates the activation and effect of a damage-inflicting effect, so its power depends on how often a damage effect is actually activated against it. The 4 sampled decks (1.25 copies average, across 4 archetypes) confirm it is a practical, portable Trap, but there is no combo evidence and no guide context, so the score does not rise on that basis. The mandatory random send of a Fusion from the player's own Extra Deck is a real cost and is applied as a modifier. Its high deck count reflects a generic staple role, not intrinsic strength.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | A plain set Trap that is live whenever it is set and needs no searcher; it appears in 4 of 4 sampled decks at 1.25 copies on average (observed). |
| Combo & Conversion | 15 | No combo boards were supplied, and the card text only negates and sends a Fusion to the Graveyard, so it converts nothing into a board on its own (verified text; no combo evidence). |
| Resource Economy | 30 | The random send of a Fusion from the Extra Deck is a self-cost with no return, and the negation itself is card-neutral (verified text). |
| Effect & Interaction | 60 | It negates the activation and effect of a damage-inflicting effect, which is a real but narrow trigger condition, so it is situational rather than broad interaction (verified text). |
| Material Utility | 10 | A Trap card has no material or level role, so it contributes nothing as material (verified text). |
| Resilience & Flexibility | 40 | It is a single one-shot set Trap with no redundancy, and it can be answered before its trigger resolves; the sampled decks show multiple archetypes but no survival data (inferred). |
| Deck-Building Efficiency | 70 | It is a single generic Trap with no garnet or lock restriction, and it can be run in 1-2 copies across several archetypes; the Fusion-send requirement is handled by the modifier (observed in deck spread, inferred for cost). |
Calculation
Weight profile: Removal / Negation primary role, no secondary role blend. Intrinsic ≈ 53, Deck ≈ 51, Meta = provisional. Modifiers: Mandatory Fusion send cost (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Negates the activation and effect of damage-inflicting effects, so a single set Trap can answer that interaction type.
- Generic and portable: sampled decks span 4 archetypes, including non-Fusion homes.
- Cheap to run at 1-2 copies with no garnet or lock restriction.
Weaknesses
- Narrow trigger: it only answers damage-inflicting effects, so it does nothing against other interaction.
- Mandatory random send of an Extra Deck Fusion is a self-cost with no return.
- No combo, searcher or material role; it converts nothing into board presence.
- Single set Trap with no redundancy, so it is dead when its trigger does not occur.
Counters / choke points
- Opponent lines that do not activate a damage-inflicting effect, which leave the Trap with no target (inferred).
- Non-damage interaction or board-based plays, which the Trap cannot answer (inferred).
Best use
Situational negation of a damage-inflicting effect, used as a flexible one-slot Trap. Decks: Decks running a damage-inflicting interaction package across several archetypes, Fusion-capable decks that can spare one Extra Deck Fusion without losing key material. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: negates the activation and effect of an effect that inflicts damage, and randomly sends 1 Fusion Monster from the Extra Deck to the Graveyard.; Frame type is trap; race is Counter; formats include TCG, OCG, MasterDuel and DuelLinks.
- Observed: Appears in 4 sampled decks, all in the main deck, at 1.25 copies on average (max 2).; Spans 4 distinct archetypes (Cyber Dragon, Chaos Phantom, Pendulum Magician, Dark Magician).
- Inferred: Interaction is narrow because it only answers damage-inflicting effects.; The Fusion send is a self-cost, so it is a negative modifier rather than a source of value.; Set-Trap accessibility is high because it needs no searcher, but no starter or searched data exists.
- Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no banlist token; legal copies is empty, so unlimited copies are assumed no usage statistics (StatisticsCard); archetype inclusion is inferred from the 4-deck sample only no card-level rulings supplied for the random Fusion send






