Inner Conflict

Inner Conflict

  • ATK:
  • 0

  • DEF:
  • 0

  • View:
  • 852




[Flip this card over when you activate this Skill.] Activate this Skill during your Main Phase. Once per Duel, you can pay half your LP and take control of 1 monster your opponent controls until the End Phase, but it cannot attack directly this turn.




 
 
AI Power Analysis
Board breakerConfidence: LowEvaluated Oct 9, 2026
49± 12/ 100
Power Score
Intrinsic 49

Inner Conflict — Power Evaluation

Final Score: 49 ± 12 · Confidence: Low

  • Intrinsic: 49 · Deck: — · Meta: provisional
  • Primary role: Board breaker · Secondary: Removal

Why it scores here

Inner Conflict is a once-per-Duel Skill that costs half your LP to take control of one opponent monster until the End Phase, with no direct attack that turn. Its value is a single tempo swing: the stolen monster can attack into the opponent's board, but the LP cost and the one-use limit cap what it converts into. No decks, combos, or guides were supplied, so the score rests on the card text and the rubric's generic axes. Its high deckbuilding score reflects that it is a Skill rather than a deck slot, not evidence of strength.

Axis scores

Axis Score Evidence
Accessibility 50 Usable once per Duel in the Main Phase, but gated by the Yami Bakura character skill slot with no observed deck or combo access (inference, tier: inferred).
Combo & Conversion 40 One temporary control swing with no recorded combo boards to confirm what it builds toward (text-only inference, tier: inferred).
Resource Economy 25 Half of your LP is paid up front and no card advantage is gained, so the cost is only partly offset by the stolen attacker (verified from text, tier: verified).
Effect & Interaction 60 Steals a monster the opponent controls, which is real disruption, but only for one turn and once per Duel (verified from text, tier: verified).
Material Utility 20 The card is a Skill rather than a monster, so it provides no material body of its own (inference, tier: inferred).
Resilience & Flexibility 35 One use per Duel with no redundancy, and the activation can be answered by an opponent's negation or response (inference, tier: inferred).
Deck-Building Efficiency 85 Costs no deck slot because it is a Skill tied to the character, so there is no garnet or brick cost (inference, tier: inferred).

Calculation

Weight profile: Single primary role: Board breaker / Going-second; no secondary blend applied. Intrinsic ≈ 49, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; provisional)

Strengths

  • Temporary control of an opponent monster for a single turn, a real tempo swing
  • Costs no deck slot and cannot be dead in the opening hand, since it is a Skill
  • Pays for its effect with LP rather than cards, so it carries no card disadvantage

Weaknesses

  • Half of your LP is a steep cost, especially in races
  • Once per Duel with no reuse or recursion
  • The stolen monster cannot attack the opponent directly that turn, and control returns at the End Phase

Counters / choke points

  • Negation or response to the activation, which costs the opponent nothing special
  • Monsters with protection against control effects, not verified from the evidence

Best use

Board breaker: a one-turn steal to attack through a blocker or trade into an opponent's board. Suggested copies: 1.

Evidence & gaps

  • Verified: Activated in the Main Phase; Once per Duel; Pay half LP to take control of 1 opponent monster until the End Phase; The controlled monster cannot attack directly that turn
  • Inferred: Tempo-based board breaker role; Gated by the Yami Bakura character skill slot; No deck cost and no card disadvantage
  • Data gaps: no decks supplied, so deck and synergy signals are unavailable no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed unlimited no usage statistics (StatisticsCard) for this card no rulings supplied for the Skill's interaction with negation and control effects











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