Major Riot
Trap Normal

Major Riot

  • View:
  • 3409




You can activate this card when 1 or more of your monsters are returned from the field to your hand by your opponent's effect. Return all Monster Cards on the field to your respective hands. Both you and your opponent then Special Summon from your hand the same number of Monster Cards on the field in face-down Defense Position.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 6, 2026
33± 6/ 100
Power Score
Intrinsic 37

Major Riot — Power Evaluation

Final Score: 33 ± 6 · Confidence: Medium

  • Intrinsic: 37 · Deck: — · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Board breaker

Why it scores here

Major Riot is a reactive board reset that functions as soft anti-bounce interaction, activating only when your opponent bounces a monster to your hand. While it successfully returns all monsters and forces both players to rebuild from hand, it generates no card advantage and leaves you down a deck slot in matchups without bounce strategies. The card's value is entirely conditional on opponent cooperation, making it a niche side-deck tech rather than a maindeckable staple; its situational nature and high garnet risk against non-bounce decks limit its overall power.

Axis scores

Axis Score Evidence
Accessibility 30 Requires opponent bounce to activate; narrows to specific matchups and lacks searchability (verified)
Combo & Conversion 25 Returns all monsters to hand, then both players SS same number face-down DEF, but generates no chain-able combo line (verified)
Resource Economy 40 Neither player gains card advantage; board reset is resource-neutral with no refuel (verified)
Effect & Interaction 35 Soft disruption against bounce-heavy decks; ineffective against non-bounce strategies (inferred)
Material Utility 5 Trap card with no level/attribute/type value; zero material or synergy utility (verified)
Resilience & Flexibility 30 Single-use reactive trap with no recovery or redundancy; only live when opponent bounces (verified)
Deck-Building Efficiency 35 High garnet risk in main-deck against non-bounce decks; situational tech candidate for side-deck (inferred)

Calculation

Weight profile: 0.7 Removal/Negation + 0.3 Board breaker. Intrinsic ≈ 37, Deck ≈ —, Meta = provisional. Modifiers: High garnet risk in main-deck (-4). Final formula: Intrinsic (no deck/combo evidence supplied)

Strengths

  • Resets opponent's board after bounce attempt
  • Soft disruption against bounce-heavy strategies
  • Clear, unambiguous card text with no ruling concerns
  • Activation doesn't cost resources beyond trap slot

Weaknesses

  • Entirely conditional; requires opponent to bounce first
  • Generates zero card advantage; board reset is neutral
  • Dead in main-deck against non-bounce decks
  • Not searchable; no way to tutor into hand
  • Trap card with no material value
  • No built-in recovery or follow-up synergy

Counters / choke points

  • Decks that avoid bounce mechanics
  • Control strategies that use negation instead of bounce
  • Ash Blossom & Joyous Spring (negates activation)
  • Called by the Grave (chains to negate trap activation)

Best use

Reactive board reset; defensive tech. Decks: Anti-bounce side-deck in Floowandereeze/Link-focused matchups.

Evidence & gaps

  • Verified: Card text: 'When' triggered trap requiring opponent bounce; Effect returns all monsters to hand, then both players SS same number face-down DEF; Legal in TCG, OCG, MasterDuel, DuelLinks (unlimited copies); Trap card with 0 ATK/DEF; no level, attribute, or type synergies; Activation condition: '1 or more of your monsters are returned from the field to your hand by your opponent's effect'
  • Inferred: Functions as soft anti-bounce interaction; board reset in bounce-heavy matchups; Niche tech card, not a staple; high main-deck garnet risk; Resource-neutral board reset; neither player gains card advantage; Only effective in matchups where opponent uses bounce mechanics
  • Data gaps: No decks supplied — deck synergy and archetype inclusion signals unavailable No combos supplied — real-world combo conversion and board power cannot be measured No guides supplied — no human context on strategic role or matchup coverage No usage statistics (StatisticsCard) — archetype-specific inclusion % unknown No banlist status provided — assumed unlimited (3 copies legal)











https://metaduelist.com/
Top