Trap
NormalLost Wind
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6866
Target 1 face-up Special Summoned monster on the field; negate its effects, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in your GY (except during the Damage Step): You can Set this card, but banish it when it leaves the field.
Lost Wind — Power Evaluation
Final Score: 70 ± 5 · Confidence: Medium
- Intrinsic: 67 · Deck: 69 · Meta: provisional
- Primary role: Negation/Interaction · Secondary: Recovery/Recursion, Control
Why it scores here
Lost Wind scores as a high-utility tech disruption card that consistently slots into control-heavy decks across all archetypes. Its primary value lies in negating opponent's Special Summoned monsters and halving their ATK, combined with a GY recursion mechanic that grants repeated use. However, it does not drive combo sequences or provide card advantage—it is a defensive/interactive piece rather than a combo enabler. Its extremely high splashability (151 distinct archetypes) and universal main-deck inclusion (400/400 decks) confirms accessibility, but the sparse combo data and lack of role as a starter, searcher, or payoff limits its intrinsic power.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Accessible through consistent main-deck inclusion and GY reset mechanic, though requires opponent to Special Summon from Extra Deck for full recursion value (observed) |
| Combo & Conversion | 45 | Minimal combo integration; appears in only 1 recorded combo example with no clear role as starter, searcher, material, or payoff (observed) |
| Resource Economy | 60 | Provides repeated disruption through GY recursion across multiple turns, but does not generate card advantage; banishes itself when leaving field (verified) |
| Effect & Interaction | 72 | Negates effects and halves ATK of Special Summoned monsters, strong soft interaction but situational against non-Extra-Deck strategies (verified) |
| Material Utility | 5 | Normal Trap card with no material value; cannot serve as Synchro, Xyz, Fusion, or Link material (verified) |
| Resilience & Flexibility | 68 | Resilient through repeated GY resets when opponent Special Summons from Extra Deck; no self-locking but depends on opponent's deck construction (verified) |
| Deck-Building Efficiency | 78 | Extremely efficient inclusion with no garnet risk, no archetype lock-in, and flexible 1–3 copy distribution across 151 archetypes (observed) |
Calculation
Weight profile: 0.7×Negation/Interaction + 0.3×Recovery/Recursion. Intrinsic ≈ 67, Deck ≈ 69, Meta = provisional. Modifiers: Exceptional splashability (2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Appears in all 400 sampled decks main-deck; universally considered valuable tech
- Negate + ATK reduction simultaneously disrupts both high-ATK boss monsters and effect-dependent Extra Deck plays
- GY recursion grants repeated use across multiple turns, making it resilient to single disruptions
- Completely splashable; imposes no deck-building restrictions or garnet liability
- Top partner Torrential Tribute (133 co-decks) confirms utility in control strategies
Weaknesses
- Requires initial Set and opponent's Special Summon to become active; not live in opening hand
- GY mode only triggers when opponent uses Extra Deck, not useful against pure Normal Summon strategies
- Soft interaction (negation + halving) rather than hard removal; can be played around with multiple threats
- Minimal combo role; does not accelerate existing lines or enable new board builds
- Effect-negated body has zero material value as a trap card
Counters / choke points
- Decks relying on Normal Summons instead of Special Summons avoid both activation conditions
- Spell/Trap negation and destruction effects (Mystical Space Typhoon, Harpie's Feather Duster, negation traps)
- Decks with multiple redundant threats that can proceed despite one monster being negated and halved
- Hand traps or Early-game disruption that prevent opponent from setting the card initially
Best use
Tech disruption against opponent's Extra Deck plays; enables repeated board interaction through GY recursion. Decks: Paleozoic, Labrynth, Eldlich, Trap Monster, Control archetypes, Any Extra Deck-heavy strategy.
Evidence & gaps
- Verified: Card text: negates effects and halves original ATK of face-up Special Summoned monsters; GY mode: can set from GY when opponent Special Summons from Extra Deck (except Damage Step), then banishes when leaving field; All 400 sampled decks run it main deck; no side-deck instances; Appears in 151 distinct archetypes; no archetype-specific requirement; No banlist restriction across TCG, OCG, MasterDuel, or DuelLinks formats (assumed 3 copies)
- Observed: Runs 1–3 copies; distribution: 1 copy (231 decks), 2 copies (80 decks), 3 copies (89 decks); Top archetypes: Paleozoic 8.8%, Galaxy Photon 5.2%, Labrynth 4.5%; Appears with Torrential Tribute (33.2% co-deck rate), suggesting control/board-wipe synergy; Usage stats show 100% inclusion in Ragnaraika, Trap Monster, Dogmatika; 45–75% in others; Average power index of Altergeist combo (sole example): 82; card itself plays no recorded role
- Inferred: Acts as disruption against Extra Deck-dependent strategies due to GY reset condition; Provides repeated value across multiple turns, making it resilient to single negations; Generic trap nature and zero garnet liability make it splashable at any copy count; Control strategies favour this over combo strategies based on partner card list (Torrential, removal)
- Data gaps: Combo database hit only 1 board despite 400 deck samples; card role in real sequences unclear No detailed rulings on interaction with specific mechanics (e.g., trigger-effect negation timing, ATK-halving interaction with ATK-boosting effects) No per-format inclusion rates or top-card rankings across TCG/OCG/MasterDuel No side-deck inclusion data despite being available in all 4 formats






