Lost Wind
Trap Normal

Lost Wind

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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.




 
 
AI Power Analysis
Negation/InteractionConfidence: Medium
70± 5/ 100
Power Score
Intrinsic 67
Deck 69

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











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