Trap
NormalJusti-Break
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4013
Activate only when your opponent declares an attack against a face-up Normal Monster you control. Destroy all monsters on the field, except face-up Attack Position Normal Monsters.
Justi-Break — Power Evaluation
Final Score: 52 ± 8 · Confidence: Medium
- Intrinsic: 52.8 · Deck: 51.3 · Meta: provisional
- Primary role: Board breaker · Secondary: Removal
Why it scores here
Justi-Break converts a single trap into a mass-destruction effect, but only when the opponent attacks a face-up Normal Monster you control, and it keeps only face-up Attack Position Normal Monsters alive. Its real value depends on controlling Normal Monsters in the right position, which narrows when it can be played. The 22-deck footprint across 13 archetypes shows it is a practical, cheap slot in Flamvell lists, but that breadth is frequency rather than strength and did not raise the score. Zero combo evidence and a 1-slot, no-garnet cost keep the score in the mid-50s.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Trap card with 22 decks at an average of 1.82 copies and 13 archetypes, but no combo starter role or searched-for role data to confirm how often it is live in hand (observed, plus inferred from text). |
| Combo & Conversion | 45 | Text describes a one-card board wipe with a narrow trigger, but there are zero combo boards to confirm conversion or power index (inferred). |
| Resource Economy | 30 | A one-for-many wipe with no recursion or refuel in the text, so it is card-disadvantage unless the surviving Normal Monsters carry the board (inferred from text). |
| Effect & Interaction | 60 | Mass destruction on an opponent attack is a strong effect when triggered, but the attack-declaration trigger and Normal Monster condition limit how reliably it fires (verified text, plus inferred reliability). |
| Material Utility | 0 | Card is a Trap, not a monster, so it provides no material body (verified from card type). |
| Resilience & Flexibility | 35 | Requires a face-up Normal Monster on your side and an opponent attack, and a trap can be negated by interruption; no redundancy evidence was supplied (verified text, inferred). |
| Deck-Building Efficiency | 60 | One slot with no garnet or lock cost, and decks run 1 to 3 copies, but the Normal Monster requirement restricts which lists it fits (observed from copies data, inferred from text). |
Calculation
Weight profile: 0.7 Board breaker + 0.3 Removal. Intrinsic ≈ 52.8, Deck ≈ 51.3, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Single-card mass destruction that can keep a chosen subset of the opponent's board alive when triggered
- Cheap 1-slot trap with no garnet, lock, or material cost
- Practically included across 13 archetypes, with Flamvell as the main home
Weaknesses
- Trigger requires the opponent to attack a face-up Normal Monster you control
- Card-disadvantage without a refuel or recursion effect
- No combo evidence to confirm it sets up a winning board
Counters / choke points
- Opponent avoids attacking into your face-up Normal Monsters
- Negation of the trap in the chain
- Opponent keeps no attack declaration, or attacks only non-Normal monsters
Best use
Situational board-wipe trap for Normal-monster-heavy lists. Decks: Flamvell, Guardragon, Umi Control.
Evidence & gaps
- Verified: Card text: activates on opponent attack against a face-up Normal Monster you control, destroys all monsters except face-up Attack Position Normal Monsters; Card type is Trap, so it has no material body; Formats: TCG, OCG, MasterDuel, DuelLinks
- Observed: Present in 22 recent decks at an average of 1.82 copies (max 3); Spread across 13 archetypes, with Flamvell at 100% inclusion in usage statistics; Top partners Flamvell Guard and Cry Havoc! each appear in 54.5% of decks
- Inferred: Primary role is Board breaker, with Removal as secondary, from text; Trigger reliability is limited by the attack-declaration and Normal Monster requirements
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no rulings or metagame sample supplied average starter count when present unavailable, so redundancy is estimated from archetype spread






