WIND
4Jetroid
Archetype:
Roid
ATK:
1200
DEF:
1800
View:
3130
At the time this card is selected as an attack target by an opponent's monster, you can activate Trap Card(s) from your hand.
Jetroid — Power Evaluation
Final Score: 43 ± 8 · Confidence: Medium
- Intrinsic: 44 · Deck: 42 · Meta: provisional
- Primary role: Utility · Secondary: Negation/Interaction
Why it scores here
Jetroid is a Level 4 WIND Machine whose only printed effect is a conditional one: when it is selected as an opponent's attack target, you may activate Trap Cards from your hand. The score comes from that trap-enabling window and from its cheap, generic body, not from its 1200 ATK or 1800 DEF. The evidence has no combo boards, no searchers, and no material usage, so the card's reliability and conversion are scored on text alone and the score stays in the low-to-mid 40s.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 30 | Only 2 sampled decks run it (1 and 3 copies), with no starter or searched data, so it is a deck-dependent body rather than a reliable opener (observed, thin sample). |
| Combo & Conversion | 25 | No combo boards are recorded, and the card's effect only converts an opponent's attack into trap activations, so it does not build a board on its own (verified text, no observed stat). |
| Resource Economy | 20 | The text gives no draw, search, or recursion, and it does not gain card advantage (verified text). |
| Effect & Interaction | 45 | Its trap activation window is situational: it works only when attacked, and its strength depends on which traps are in hand (inferred from text). |
| Material Utility | 40 | Level 4 WIND Machine is a plain, generic material body, but no material role appearances are recorded, so this is text-based inference only (inferred). |
| Resilience & Flexibility | 35 | The effect needs an opponent's attack to trigger, and the evidence does not show any redundancy or multi-zone use (inferred from text). |
| Deck-Building Efficiency | 70 | Plain 1-3 copy monster with no garnet, lock, or self-restriction text, so it is cheap to slot into any deck (verified text). |
Calculation
Weight profile: Utility default weights; no secondary blend applied because the secondary role is not weighted separately in this pass. Intrinsic ≈ 44, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Generic Level 4 WIND Machine body that is cheap to run
- Activates traps from hand when attacked, which gives a reactive interaction window
- Appears in two archetypes (Mikanko and Shark), so it is not tied to one home
Weaknesses
- Effect works only when selected as an attack target, so it is passive
- No searcher, combo, or material evidence in the sample
- Low copy count and thin deck sample (2 decks) limit confidence
Counters / choke points
- Opponent removes or negates the card before it is attacked
- Opponent avoids attacking into it
Best use
Utility trap-enabling body that can turn an opponent's attack into a trap window. Decks: Mikanko, Shark. Suggested copies: 1.
Evidence & gaps
- Verified: Effect text: when selected as an opponent's attack target, you can activate Trap Cards from your hand; Level 4 WIND Machine, 1200 ATK / 1800 DEF, Roid archetype member; Runs in 2 sampled decks across 2 archetypes
- Observed: Copies per deck: 1 and 3 (avg 2); No combo appearances recorded
- Inferred: Trap window is situational and depends on traps in hand; Generic Level 4 body is plausible material, but unrecorded
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) available no banlist token; assumed 3 copies (unlimited) deck sample is only 2 decks, which limits confidence






