Trap
ContinuousJam Defender
Archetype:
Slime
View:
5598
When an opponent's monster declares an attack on a monster you control: You can target 1 "Revival Jam" you control; switch the attack target to that target.
Jam Defender — Power Evaluation
Final Score: 43 ± 8 · Confidence: Medium
- Intrinsic: 42 · Deck: 44 · Meta: provisional
- Primary role: Removal/Negation · Secondary: Utility
Why it scores here
Jam Defender is a Continuous Trap that redirects an opponent's attack onto a monster you control, specifically 'Revival Jam'. Its value comes from protecting that one monster in battle rather than from card advantage, board creation, or negation of effects. It scores in the mid-40s because the deck evidence shows it is consistently paired with Revival Jam (90.9% of decks) and appears in 22 recent decks across five archetype groups, but there are no combo boards to confirm conversion. The redirect cannot be used without Revival Jam on the field, which caps accessibility and resilience.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | Needs Revival Jam face-up as its target and is a set trap, with Revival Jam present in 90.9% of its decks (observed, text-verified; no searcher evidence) (inferred). |
| Combo & Conversion | 15 | Creates no body and starts no line on its own; no combo boards were supplied, so conversion is text-only inference (inferred). |
| Resource Economy | 15 | A card spent for an attack redirect with no draw, search, or recovery in its text, so it is roughly a one-for-zero trade (verified). |
| Effect & Interaction | 40 | Redirects only attacks, not effects, so it is soft interaction that works against the battle phase only (verified). |
| Material Utility | 0 | Not a monster and cannot be used as material (verified). |
| Resilience & Flexibility | 40 | Continuous, with no once-per-turn wording in its text, but it fails whenever Revival Jam is removed or not on the field (verified text; deck co-occurrence observed) (inferred). |
| Deck-Building Efficiency | 65 | Typical copies are about 1.3 per deck (17 of 22 decks run one) with no garnet or lock restriction, so it is a cheap single-slot card (observed). |
Calculation
Weight profile: Primary role Removal/Negation; no secondary weights blended. Intrinsic ≈ 42, Deck ≈ 44, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Redirects an attack away from the monster it targets, onto Revival Jam, which protects other monsters you control (verified)
- No once-per-turn clause in the text, so it can respond to more than one attack (verified)
- Cheap single-copy slot with no restriction (observed)
Weaknesses
- Needs Revival Jam on the field as a target, so it is dead without that monster (verified)
- Stops only attacks, not effects, and does not negate anything (verified)
- Generates no card advantage or board presence of its own (verified)
Counters / choke points
- Removing or destroying Revival Jam before the attack (inferred)
- Attacking with effects or direct damage instead of monsters (inferred)
Best use
Protective continuous trap that defends the Revival Jam monster in battle. Decks: Slime Revival Jam lines (Revival Jam, Egyptian God Slime, Metal Reflect Slime, Reactor Slime). Suggested copies: 1.
Evidence & gaps
- Verified: Continuous Trap; effect redirects an opponent's attack to a 'Revival Jam' you control; no once-per-turn wording; Legal in TCG, OCG, MasterDuel and DuelLinks; 22 decks, all main deck; 1.32 average copies
- Observed: Revival Jam co-occurs in 20 of 22 decks (90.9%); Gameplay type 4 holds 14 of 22 decks (63.6%); Five archetype groups, the most common being group 382 (13 decks)
- Inferred: Only useful when Revival Jam is on the field to be targeted; Redirect protects Revival Jam in battle and does not stop effects
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only






