Trap
ContinuousMetal Reflect Slime
Archetype:
Slime
View:
6773
Special Summon this card in Defense Position as an Effect Monster (Aqua/WATER/Level 10/ATK 0/DEF 3000). (This card is also still a Trap.) This card cannot attack.
Metal Reflect Slime — Power Evaluation
Final Score: 55 ± 5 · Confidence: Medium
- Intrinsic: 56 · Deck: 54 · Meta: provisional
- Primary role: Material body · Secondary: Utility
Why it scores here
Metal Reflect Slime scores as a specialized defensive body providing a Level 10 Aqua-type material with substantial DEF rather than board disruption or combo generation. Its primary value lies in offering a niche monster type for decks that need Level 10 Synchro or Fusion material, supported by its splashability across 86 different archetypes and self-summoning activation. However, the lack of combo evidence, zero attack potential, and absence of resource-generating effects limit its impact—it functions as a one-for-one defensive utility card rather than a powerful synergy engine or game-winning board builder.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 65 | Runs in 400 decks across 86 distinct archetypes with an average of 1.64 copies per deck, indicating strong splashability despite requiring Trap zone activation (verified). |
| Combo & Conversion | 25 | Zero combos recorded in the evidence; as a pure defensive body with 0 ATK that cannot attack, it generates only a single defensive monster on its own with no board extension (verified). |
| Resource Economy | 45 | Special Summoning itself represents a 1-for-1 exchange with no searching, recursion, or advantage generation beyond the activation card (verified). |
| Effect & Interaction | 20 | Provides only a 3000 DEF defensive wall with no disruption, negation, removal, or opponent interaction capability (verified). |
| Material Utility | 60 | Level 10 Aqua WATER body functions as material even when effect-negated, offering niche synergy in decks built around Level 10 summoning requirements, though such homes are not prominently evident in the deck data (inferred). |
| Resilience & Flexibility | 40 | Persists as a monster across turns but offers no protection mechanism, recovery effect, or special defensive resilience—a single-layer defensive tool easily removed (verified). |
| Deck-Building Efficiency | 75 | Generic Continuous Trap with no archetype locks, self-activation, and splashable across diverse decks without bricking risk or secondary card requirements (verified). |
Calculation
Weight profile: 0.7 Material body + 0.3 Utility. Intrinsic ≈ 56, Deck ≈ 54, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Self-summoning mechanism requires no secondary activation card
- Splashable generic Continuous Trap across 86 distinct archetypes
- 3000 DEF provides substantial defensive wall in Defense Position
- Level 10 Aqua-type body useful as material when needed
- Low garnet risk—can run 1-3 copies without bricking
Weaknesses
- Zero attack potential limits role to pure defense
- No resource generation, searching, or card advantage
- No opponent interaction, disruption, or negation effects
- Dependent on available Trap zone for activation
- Single-body play offers no combo extension or board building
Counters / choke points
- Removal effects targeting monsters (bouncing, destruction, banishing)
- Trap negation or Trap destruction effects
- Deck-outs or resource denial strategies
- Decks that negate Trap activation or prevent monster summoning
Best use
Defensive body and Level 10 Synchro/Fusion material provider. Decks: Egyptian God, Argostars, Horus, Synchro-heavy decks needing Level 10 material.
Evidence & gaps
- Verified: Card is a Continuous Trap that Special Summons itself as Level 10 Aqua WATER Effect Monster; Summons in Defense Position with 0 ATK / 3000 DEF and cannot attack; Runs in 400 decks across 86 distinct archetypes (strong deck inclusion); Average 1.64 copies per deck with distribution: 1x (242 decks), 2x (59), 3x (99); Egyptian God is largest home with 99 decks (24.8%); Zero combos recorded in evidence; no combo synergy data available; Self-summoning mechanism requires no secondary activation card
- Observed: 24.8% inclusion in Egyptian God decks; 7.5% inclusion in Argostars decks; Appears across control/combo gameplay types (78.5%); Top partners are general staples (Monster Reborn, Ash Blossom, Infinite Impermanence); Listed as Staple in Gravekeeper's guide without specific strategy
- Inferred: Level 10 Aqua-type body useful as material in Synchro/Fusion decks needing that type/level; 3000 DEF provides substantial defensive value in defensive deck archetypes; Wide archetype spread (86) suggests generic utility rather than archetype-specific synergy; Hybrid Trap/Monster nature allows it to function across Trap and Monster zones; No combo generation despite 400-deck sample suggests limited board-building capability
- Data gaps: Zero combos recorded—combo conversion is text-only inference, limiting confidence in how it's used No combo examples available to confirm as_starter, as_searched, as_material, or as_payoff roles No usage statistics (StatisticsCard) for archetype-by-archetype inclusion rates Guides evidence minimal—only one guide mention with no strategic context on Metal Reflect Slime's specific role No banlist context; assumed unlimited (3 copies) in all formats






