Fusion Guard
Trap Counter

Fusion Guard

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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.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 9, 2026
50± 8/ 100
Power Score
Intrinsic 53
Deck 51

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











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