Ghostrick-Go-Round
Trap Continuous

Ghostrick-Go-Round

  • Archetype:
  • Ghostrick

  • View:
  • 3534




Once per turn, during the Battle Phase: You can activate 1 of these effects. ● Target 1 "Ghostrick" monster you control; change that target to face-down Defense Position, and if you do, change 1 face-down Defense Position monster your opponent controls to face-up Attack Position. ● Target 1 face-down Defense Position monster you control; change that target to face-up Attack Position, and if it is a "Ghostrick" monster, change 1 face-up monster your opponent controls to face-down Defense Position.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 9, 2026
52± 6/ 100
Power Score
Intrinsic 50
Deck 53

Ghostrick-Go-Round — Power Evaluation

Final Score: 52 ± 6 · Confidence: Medium

  • Intrinsic: 50 · Deck: 53 · Meta: provisional
  • Primary role: Board breaker · Secondary: Utility

Why it scores here

Ghostrick-Go-Round is a free, once-per-turn Battle Phase Continuous Trap whose value is positional: it can flip an opponent's face-down Defense monster up, or push an opponent's face-up monster into Defense, with the Ghostrick-only clause gating the stronger branch. It is run as a single copy in 47 of 47 sampled decks, so it is consistently included, but the 0-board combo evidence shows no measured conversion into board or card advantage. The high ATK-free cost and single-copy slot earn points for deckbuilding efficiency, while the lack of material value, combo presence and recursion keeps the score in the low-to-mid range.

Axis scores

Axis Score Evidence
Accessibility 60 Set in the Spell/Trap zone and present in 47 of 47 sampled decks as a single copy, but with no searcher or combo evidence to confirm reliable access. (observed)
Combo & Conversion 25 No recorded combo boards include the card, so any board-building claim rests on the text alone: it repositions monsters rather than adding bodies. (inferred)
Resource Economy 45 Free to use with no card cost or recursion; it neither draws nor refuels, leaving the exchange roughly even. (verified)
Effect & Interaction 50 Battle Phase positional flips against opponent monsters are useful but once per turn and limited to the Battle Phase, so the interaction is situational. (inferred)
Material Utility 5 A Continuous Trap is not a monster and cannot be used as Link, Xyz, Synchro or Fusion material. (verified)
Resilience & Flexibility 40 Sits on the field as a Continuous Trap and can be removed by Spell/Trap destruction, and its use is restricted to one Battle Phase activation per turn. (inferred)
Deck-Building Efficiency 80 Runs as a near-universal single copy (avg 1.11 copies per deck) with no garnet, lock or self-restriction. (observed)

Calculation

Weight profile: 0.7 Board breaker + 0.3 Utility. Intrinsic ≈ 50, Deck ≈ 53, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Free to activate with no card cost
  • Runs as a single copy in every sampled Ghostrick-leaning deck
  • Mode 2 can flip a face-down Defense monster up regardless of archetype
  • Mode 1 can push an opponent's face-down or face-up monster into Defense during the Battle Phase

Weaknesses

  • Once per turn and only during the Battle Phase, so it cannot act on the opponent's turn
  • Mode 1 requires a Ghostrick monster on the field
  • Mode 2 flips the opponent's monster to Attack only when the card targets a Ghostrick, which narrows the stronger branch
  • No material value and no recursion or card advantage in the evidence

Counters / choke points

  • Spell/Trap destruction, since it is a Continuous Trap left on the field (generic inference)
  • Opponent Battle Phase play that does not depend on the flipped monster's position (generic inference)

Best use

Battle Phase positional tool in Ghostrick-leaning decks. Decks: Ghostrick. Suggested copies: 1.

Evidence & gaps

  • Verified: Continuous Trap with the printed Battle Phase, once-per-turn, two-mode text; Race and frame confirmed as Continuous Trap; not a monster, so no material value; Included in 47 of 47 sampled decks as a main-deck card, average 1.11 copies per deck; 13 distinct archetypes in the deck sample, dominated by Ghostrick
  • Observed: Ghostrick archetype accounts for about 43% of decks (20 of 47); Gameplay types 3, 7 and 4 account for most decks containing the card; Top partners are Ghostrick monsters at 60–87% co-occurrence
  • Inferred: Positional value is situational and depends on Battle Phase timing; Stronger branch needs a Ghostrick monster on the field; Interaction is soft rather than hard negation
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) for archetype inclusion, so inclusion is inferred from the deck sample only no ruling data supplied for the battle-phase target and position interactions no banlist token supplied; assumed 3 copies (unlimited) no starter-count data to measure deck resilience











https://metaduelist.com/
Top