Trap
NormalHalf Unbreak
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3042
Target 1 monster on the field; this turn, that monster cannot be destroyed by battle, also any battle damage you take from attacks involving that monster is halved.
Half Unbreak — Power Evaluation
Final Score: 43 ± 8 · Confidence: Medium
- Intrinsic: 44 · Deck: 43 · Meta: provisional
- Primary role: Utility
Why it scores here
Half Unbreak converts a set Normal Trap into one protected monster for one turn, and the text gives it no board presence, card advantage, or opponent interaction. Its score comes from portability (13 sample decks across 7 archetypes, all in the main deck) and from being cheap and clean to run, not from the power of what it protects. No combo evidence exists, so the deck-synergy term is only moderate.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | A set trap that needs to be live on the field before it does anything; it appears in 13 sample decks across 7 archetypes, but no searcher or opening-hand route is recorded (observed deck counts, inferred for access). |
| Combo & Conversion | 20 | The card builds nothing and only protects an existing monster; there are zero recorded combo boards (verified text, no combo data). |
| Resource Economy | 25 | A one-for-zero protection with no searches, no refuel and no card gain; the text shows only a one-turn effect (verified text). |
| Effect & Interaction | 25 | It does not negate or remove anything from the opponent; it only blunts battle destruction and battle damage for one of your monsters (verified text). |
| Material Utility | 0 | It is a Trap Card and cannot be used as material; scored at the floor (verified frame type). |
| Resilience & Flexibility | 35 | Usable across several archetypes and works as a one-shot response, but it lasts one turn and protects a single target, so resilience is modest (inferred from text and deck spread). |
| Deck-Building Efficiency | 80 | A generic Normal Trap with no garnets, locks or self-restriction, and copies are routinely run at 1 to 3 (observed deck copy distribution, verified text). |
Calculation
Weight profile: Utility default profile (no clear role); no secondary blend. Intrinsic ≈ 44, Deck ≈ 43, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Cheap, generic, and easy to run: it fits many archetypes without garnets or locks
- Appears in 13 sample decks across 7 archetypes, so the card is portable (observed)
- Protects a key monster from battle destruction and halves battle damage from attacks involving it (verified text)
Weaknesses
- Gives no board presence, card advantage, or opponent interaction
- Lasts one turn and protects only one target
- Does nothing against non-battle removal, targeted effects, or banishment (inferred from text)
- No combo evidence to show it converts into winning lines
Counters / choke points
- Any effect that negates a trap activation (inferred, general game knowledge; not in evidence)
- Non-battle destruction or removal of the protected monster, which this card does not stop (inferred from text)
- Opponent attacks that are not battle-based, such as direct effect damage, which the battle-damage clause does not cover (inferred from text)
Best use
Utility: one-turn protection for a key monster against battle destruction and battle damage. Decks: Swordsoul, Tenyi, Utopia, Dododo, Salamangreat, Invoked, Gagaga.
Evidence & gaps
- Verified: Normal Trap: target 1 monster, it cannot be destroyed by battle this turn, and battle damage from attacks involving it is halved (card text); Appears in 13 sample decks, all as a main-deck card, averaging 1.85 copies (decks_evidence); Legal in TCG, OCG, MasterDuel and DuelLinks (card.formats)
- Observed: Spread across 7 archetypes with a top partner cluster around Utopia and Monster Reborn (decks_evidence); Zero recorded combo boards, so no observed starter, searched, material or payoff role (combos_evidence)
- Inferred: Utility is the closest primary role, since the card protects rather than negates, removes, or builds; Access depends on setting the trap and then having a way to activate it, so it is not live in hand; Its deck value is consistent with a generic defensive trap, not a power-driven pick
- Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard); archetype inclusion is inferred from the deck sample only no banlist token; assumed 3 copies (unlimited) no starter-count data, so DeckResilience is estimated from archetype spread alone






