Trap
NormalMichizure
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4145
When a monster is sent from the field to your GY, even during the Damage Step: Target 1 monster on the field; destroy it.
Michizure — Power Evaluation
Final Score: 57 ± 5 · Confidence: Medium
- Intrinsic: 59 · Deck: 55 · Meta: provisional
- Primary role: Removal / Negation
Why it scores here
This card provides reactive destruction removal when your own monsters are sent to the GY, offering a 1-for-1 trade that's most valuable in decks that intentionally sacrifice or mill their own pieces. Across 30 decks and 17 distinct archetypes (Utopia, Volcanic, Synchron), it demonstrates broad accessibility, though its conditional trigger and lack of card advantage prevent it from scoring higher. The Damage Step timing provides valuable resilience against interruption, but as a one-shot trap with no recursion or synergistic combos, it functions primarily as a utility tech card rather than a power engine.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 52 | Appears across 30 decks in 17 archetypes averaging 1.13 copies, showing flexible adoption; requires draw and set plus activation trigger, limiting immediate availability (observed). |
| Combo & Conversion | 32 | Destroys one opponent monster when your own monster is sent to GY, providing 1-for-1 trades rather than board building or resource generation (verified). |
| Resource Economy | 50 | Creates neutral monster trades (your loss equals their loss) when activated, with upside in decks intentionally sacrificing monsters but no card advantage generation (inferred). |
| Effect & Interaction | 64 | Hard destruction effect usable during Damage Step against any monster type, difficult to interrupt once triggered, though activation requires your own monster being sent first (verified). |
| Material Utility | 4 | Trap cards cannot serve as Synchro, Fusion, Link, or Xyz material, providing no utility beyond its activated effect (verified). |
| Resilience & Flexibility | 45 | One-time activation with no recursion or redundancy; Damage Step timing provides some resilience but removal before trigger or interruption after activation prevents effect (inferred). |
| Deck-Building Efficiency | 67 | Runs as 1-3 copies without tutors or archetype lock; requires synergy with cards that send your own monsters but integrates cleanly into diverse strategies (observed). |
Calculation
Weight profile: Removal / Negation primary role. Intrinsic ≈ 59, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Hard destruction effect works against any monster type
- Damage Step timing makes it difficult to disrupt via most standard interruptions
- Flexible tech inclusion across diverse archetypes (17 different homes in sample)
- Once activated, effect cannot be stopped by effect negation or most trap disruptions
Weaknesses
- Requires your own monster to be sent to GY to activate, creating strong conditional play requirement
- One-shot trap with no recursion, redundancy, or reuse across turns
- Provides only 1-for-1 monster trades, generating zero card advantage
- Dependent on trigger condition limits reliability as primary removal engine
Counters / choke points
- Trap removal effects (Mystical Space Typhoon, Heavy Storm, Twin Twisters)
- Decks with few monster plays that send their own monsters to GY
- Decks running minimal monsters on field to target for destruction
- Early trap destruction before your monster is sent to GY
Best use
Reactive removal tech in decks that naturally send monsters to GY. Decks: Volcanic, Synchron, Utopia, Wind-Up, Mermail.
Evidence & gaps
- Verified: Card text: destroys one monster on field when your own monster is sent to GY, even during Damage Step; Legal across TCG, OCG, MasterDuel, and DuelLinks formats; Adoption in 30 total decks with 17 distinct archetypes in sample; Hard destruction as effect type; cannot be stopped by effect negation
- Observed: Appears across 17 distinct archetypes with broad distribution ranging 3.3-13.3%; Top synergy partners Amazoness Fighter (53.3%) and Metalmorph (46.7%) suggest use in sacrifice/transform-heavy decks; Average 1.13 copies per deck (27 decks at 1 copy, 2 decks at 2 copies, 1 deck at 3 copies); Gameplay distribution shows 66.7% inclusion in control-type strategies
- Inferred: Conditional trigger requires deck-building synergy with self-mill, sacrifice effects, or intentional monster loss; 1-for-1 monster trades provide attrition value most effective in grindy or control strategies; Damage Step timing provides resilience unavailable to most standard trap interruptions; Broad archetype adoption with predominantly 1-copy inclusion pattern suggests primarily tech slot, not core synergy; Lack of recursion or multi-activation mechanics limits value across extended game sequences
- Data gaps: No combos supplied — combo conversion evaluated from card text alone, limiting assessment of real match performance No guides supplied — no human context on optimal usage patterns or deck synergy recommendations No usage statistics (StatisticsCard) — archetype inclusion percentages derived from 30-deck sample, not historical data No demonstration of how this card impacts game outcomes or turn sequences in actual recorded plays






