Mathmech Induction
Trap Continuous

Mathmech Induction

  • Archetype:
  • Mathmech

  • View:
  • 4663




All Cyberse monsters you control gain 500 ATK. If you control a "Mathmech" monster: You can send this face-up card from the field to the GY, then target 1 card your opponent controls; destroy it. You can only use this effect of "Mathmech Induction" once per turn.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Oct 6, 2026
60± 5/ 100
Power Score
Intrinsic 57
Deck 58

Mathmech Induction — Power Evaluation

Final Score: 60 ± 5 · Confidence: Medium

  • Intrinsic: 57 · Deck: 58 · Meta: provisional
  • Primary role: Removal · Secondary: Utility

Why it scores here

Mathmech Induction scores as a useful but secondary support piece in its archetype. The card provides a passive ATK boost to all Cyberse monsters and a conditional, once-per-turn destruction effect that requires a Mathmech monster already on field. While the removal is reliable and flexible, the card's lack of combo engagement—never appearing as a starter, searched piece, or core combo material—and its modest +500 ATK support limit its scoring. In Mathmech, it is consistently included at 1.1 copies per deck, confirming its role as a role-player rather than a cornerstone.

Axis scores

Axis Score Evidence
Accessibility 62 Run at 1.1 copies per deck in 261 Mathmech and splash decks with no garnet issues, but as a trap card it requires drawing or setting rather than searching or tutoring (observed).
Combo & Conversion 45 The card appears in 3 high-power combos (average power 89) but never as a starter, searched piece, material, or payoff; it functions as a follow-up board support element rather than a combo driver (observed).
Resource Economy 48 The destruction effect trades the trap for one opponent card, yielding no card advantage; the ATK boost is passive and generates no resources or refuel (verified).
Effect & Interaction 58 One hard-removal effect per turn targeting any opponent card, conditional on a Mathmech monster being on field; reactive and flexible disruption rather than proactive negation (verified).
Material Utility 12 Trap card with no material synergy and no archetype text enabling its use as tributes, synchro material, or other summoning fodder; negligible when effect is negated (verified).
Resilience & Flexibility 52 Continuous trap providing static ATK boost each turn and once-per-turn destruction as long as it remains on field; vulnerable to opponent removal and trap negation but offers multi-turn value (verified).
Deck-Building Efficiency 70 Runs at one copy with no identified bricking or garnet behavior; splashable to 46 distinct archetypes with no locks or restrictions on future plays (observed).

Calculation

Weight profile: 0.7 Removal + 0.3 Utility (secondary role blend). Intrinsic ≈ 57, Deck ≈ 58, Meta = provisional. Modifiers: Splashability across archetypes (2). Final formula: 0.40*Intrinsic + 0.60*Deck + splashability modifier

Strengths

  • Consistent 1-copy inclusion in Mathmech (92.3% of primary-home decks)
  • Flexible hard-removal targeting any opponent card type, independent of mechanics
  • Passive ATK boost to all Cyberse monsters with no activation cost
  • Splashable across 46 distinct archetypes
  • No identified bricking or garnet behavior in deck construction

Weaknesses

  • Trap card requiring draw or manual set; not searchable in most contexts
  • Destruction effect conditional on Mathmech monster already on field
  • No card advantage; strictly one-for-one removal
  • Not a combo driver; appears in combos but fills no critical role
  • Vulnerable to trap negation and opponent removal without built-in protection
  • Once-per-turn limit restricts interactive versatility in drawn-out games

Counters / choke points

  • Trap negation effects (Cosmic Cyclone, MST, trap negators)
  • Bounce and spin effects targeting face-up spells and traps
  • Removing all Mathmech monsters from field to disable destruction effect
  • Board wipes before trap destruction effect can be activated

Best use

Board support and conditional removal in decks with Cyberse/Mathmech synergy. Decks: Mathmech, Cyberse, Code Talker. Suggested copies: 1.

Evidence & gaps

  • Verified: Continuous Trap with passive +500 ATK to all Cyberse monsters you control (card text); HOPT destruction effect targeting one opponent card, conditional on controlling a Mathmech monster (card text); Run in 261 main decks with 1.1 average copies per deck (deck data); Included in 46 distinct archetypes across all platforms (deck data)
  • Observed: Appears in 3 combos with average power index 89 (combo data); Zero percent appearance as starter, searched piece, material, or payoff in recorded combos (combo data); 92.3 percent inclusion in Mathmech archetype decks (deck data); 98.1 percent co-run with Mathmech Addition in decks (partnership data); Splashable to Code Talker (2.3%), Cyberse (1.9%), Psy-Frame (1.9%), and others (deck data)
  • Inferred: ATK boost persists each turn while trap remains on field (from continuous trap type); Destruction effect available once per turn as long as trap is live (from HOPT wording); Card functions as board support and removal follow-up rather than combo driver (from combo role absence and deck prevalence); Trap accepted as core support at only 1.1 copies per deck, indicating niche role rather than universal necessity (from deck statistics)
  • Data gaps: Limited combo data: only 3 combos versus 261 decks; insufficient sample for robust combo centrality analysis No performance or win-rate data for decks running this card No empirical data on how often the destruction effect is activated in practice No guidance on whether the +500 ATK boost meaningfully affects game outcomes No direct comparison to other Mathmech Spell/Trap support cards











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