Trap
ContinuousMathmech 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.
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






