Trap
NormalMicro Ray
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2339
Target 1 face-up monster on the field; that target's DEF becomes 0 until the end of this turn.
Micro Ray — Power Evaluation
Final Score: 28 ± 5 · Confidence: Low
- Intrinsic: 28 · Deck: — · Meta: provisional
- Primary role: Board breaker
Why it scores here
Micro Ray is a situational normal trap that temporarily reduces a target monster's DEF to 0 until the end of turn. Its power is heavily limited: it requires a live opponent monster to target, an activated trap card in hand or already set, and a damage outlet to convert DEF reduction into lethal. The one-shot effect produces no card advantage and no lasting disruption, making it a pure situational removal piece rather than a powerful standalone tool. Without deck or combo evidence, the evaluation is text-based and assumes minimal real-world synergy.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 25 | Activation requires manual setup (set/draw this turn) and a live opponent monster on field; no special tutoring or summoning routes available (verified) |
| Combo & Conversion | 10 | Normal Trap with a one-shot effect that does not enable multi-card combos; payoff depends entirely on external damage source (inferred) |
| Resource Economy | 15 | Costs one card with no refuel or recursion; card advantage is zero or negative unless lethal damage is dealt (verified) |
| Effect & Interaction | 35 | Sets target DEF to zero temporarily, enabling breakthrough but not preventing effects or attacks; soft interaction, not hard negation (verified) |
| Material Utility | 0 | Trap cards have no level, attribute, or archetype identity; zero playability as monster material (verified) |
| Resilience & Flexibility | 20 | One-turn duration; no multi-turn presence, recovery, or redundancy unless multiple copies are drawn (verified) |
| Deck-Building Efficiency | 30 | Dead card without opponent monster; no archetype synergy; best as side-deck tech, mild garnet cost to main deck (inferred) |
Calculation
Weight profile: Primary: Board breaker. Intrinsic ≈ 28, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Intrinsic (no decks and no combos supplied)
Strengths
- Clear, reliable effect with no rulings ambiguity
- Enables breakthrough against high-DEF walls in specific matchups
- Legal in all major formats (TCG, OCG, MasterDuel, DuelLinks)
Weaknesses
- One-shot effect with no recurring value or recursion
- Requires live opponent monster to be on field
- Requires external damage outlet to convert DEF reduction into lethal
- Pure card disadvantage (−1) unless lethal is achieved
- No archetype or synergy; best as side-deck tech only
Counters / choke points
- Mystical Space Typhoon or similar trap destruction effects (can negate the trap before activation)
- Cards that require sustained effects (DEF-to-0 is temporary, lasts only until end of turn)
- High-ATK monsters (DEF reduction does not prevent ATK-based threats)
Best use
Matchup-specific removal / breakthrough enabler. Decks: Side deck only, against high-DEF defensive archetypes.
Evidence & gaps
- Verified: Card type: Normal Trap; Effect: target 1 face-up monster, reduce its DEF to 0 until end of turn; Legal in TCG, OCG, MasterDuel, DuelLinks (no banlist restriction mentioned); No monster material utility (trap card with no level/attribute/archetype)
- Inferred: Requires activation (must set/draw and activate, not tutored); Requires live opponent monster on field to target; Requires damage outlet to enable lethal (DEF reduction alone does not auto-kill); Likely side-deck tech for high-DEF matchups; No archetype synergy outside situational use
- Data gaps: No deck evidence supplied — cannot verify real-world synergy or archetypes that run it No combo evidence supplied — cannot confirm combo conversion or practical usage patterns No guide mentions supplied — cannot corroborate intended role or meta positioning No usage statistics (StatisticsCard) — cannot gauge archetype inclusion % or typical copies No banlist token — assumed 3 copies (unlimited) based on no restriction mention






