Miracle Locus
Trap Normal

Miracle Locus

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Target 1 face-up Attack Position monster you control; your opponent draws 1 card, also that monster gains 1000 ATK until the end of this turn, and if it does, it can make up to 2 attacks on monsters during each Battle Phase this turn. If it attacks or is attacked this turn, your opponent takes no battle damage from that attack.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 7, 2026
35± 8/ 100
Power Score
Intrinsic 33
Deck 36

Miracle Locus — Power Evaluation

Final Score: 35 ± 8 · Confidence: Medium

  • Intrinsic: 33 · Deck: 36 · Meta: provisional
  • Primary role: Utility · Secondary: Tempo support

Why it scores here

Miracle Locus is a niche offensive utility card that struggles with fundamental resource disadvantage and vulnerability. While the card finds homes in 14 distinct archetypes—primarily draw-focused and lock strategies like Greed, Exodia, and Spirit Message decks where giving opponent cards is either beneficial or irrelevant—its reliance on an existing Attack Position monster, the opponent drawing cost, and temporary one-turn buff severely limit its practical impact. The absence from recorded combo boards, combined with its appearance only in casual/rogue archetypes, confirms it is a splashable support piece rather than a powerful independent tool. The +1000 ATK and multi-attack bonus mean little without board presence, and the battle damage prevention is incidental to its function.

Axis scores

Axis Score Evidence
Accessibility 35 Requires a face-up Attack Position monster already on field and is unarchetype-specific, but as a non-searchable trap card that must be drawn/set, it is inherently conditional and slow; appears in all 25 decks as 1-ofs across 14 archetypes (observed).
Combo & Conversion 20 Zero combo appearances across recorded boards indicate the card generates no synergistic multiplier or board extension; the effect is purely a one-turn buff with no resource generation (verified from combo data).
Resource Economy 25 Opponent draws 1 card while you spend 1 card from hand/deck for a temporary +1000 ATK and single-turn multi-attack, net −1 card advantage unless the draw is abused by lock/draw synergy (observed from partner frequency with lock and draw cards).
Effect & Interaction 10 Card provides no disruption, negation, or removal against opponent's board; battle damage prevention applies only to this monster's actions this turn and is situational (verified from card text).
Material Utility 0 Trap cards cannot be used as material for any summon or effect; zero inherent utility as monster material or name provider (verified).
Resilience & Flexibility 20 One-time activation per game, vulnerable to target removal or negation before attack, with no recursion or protective mechanisms; trap speed is slower than instant-speed interaction (verified from card text and no redundancy in deck lists).
Deck-Building Efficiency 40 Splashable across many archetypes (14 homes shown) with no archetype lock, but only 1 copy is practical per deck despite unlimited printing; occupies a support slot without advancing primary game plans (observed from deck evidence showing all 25 decks run exactly 1 copy).

Calculation

Weight profile: Primary role: Utility (default). Intrinsic ≈ 33, Deck ≈ 36, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Splashable across 14 distinct archetypes with no archetype requirements
  • Clear, unambiguous card text with straightforward activation timing
  • Synergizes specifically with draw-focused decks (Greed, Exodia, Spellbook) where opponent draw becomes a resource sink or benefit
  • Can enable lethal in scenarios with already-established strong boards requiring wall-breaking

Weaknesses

  • Requires existing Attack Position monster as prerequisite; unplayable with empty or Defense-Position boards
  • Opponent draws 1 card, creating significant resource disadvantage in most contexts
  • Effect is temporary (until end of turn); no lingering board value or recursion
  • Vulnerable to target removal or negation before attacks occur
  • Non-searchable as Normal Trap; must be drawn naturally or set
  • Zero recorded combo presence indicates no synergistic combo-building capability
  • Inefficient against decks with established disruption or hand negation

Counters / choke points

  • Removing or negating the targeted monster before it can attack
  • Decks with abundant disruption that negate on activation
  • Lock decks that prevent card draws (Droll & Lock Bird, Yata-Garasu effects)
  • Going-first strategies that deny your own Attack Position setup

Best use

Offensive support for draw-synergy and lock strategies. Decks: Greed, Exodia, Spellbook, Spirit Message, Synchron. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: targets own Attack Position monster, opponent draws 1 card, monster gains 1000 ATK until end of turn, can attack up to 2 times on monsters, opponent takes no battle damage from that monster's attacks/being attacked this turn; Appears in 25 decks across TCG/OCG/MasterDuel/DuelLinks formats; All 25 decks run exactly 1 copy; Top synergy partners are lock cards (Droll & Lock Bird 64%, Yata-Garasu 64%) and draw cards (Spellbook of Knowledge 56%, Wonder Wand 56%); Zero combo board appearances recorded
  • Observed: Appears in 14 distinct archetypes from 25 total decks (high splashability); Concentrated in niche/casual archetypes: Greed, Exodia, Spirit Message, Spellbook (none are meta-dominant); High affinity for decks pairing Miracle Locus with disruption/lock effects and draw synergies; No statistical card data available, indicating new or very niche card
  • Inferred: Opponent draw cost is mitigated by decks that abuse drawing or lock opponent from drawing; Card is designed for established board support rather than combo initiation; Multi-attack bonus limited to monster interactions (not direct damage), suggesting wall-breaking role; Non-searchable trap limits accessibility and increases bricking risk in decks without dedicated support
  • Data gaps: No combos supplied—combo conversion is text-only inference; zero recorded appearances limits confidence in this card's practical combo multiplier No guides supplied—cannot confirm strategic deployment context from human sources No banlist data—assumed unlimited (3 copies allowed); if limited to 1–2, practical impact negligible given all sample decks run exactly 1 No StatisticsCard data—archetype inclusion percentages are inferred from 25-deck sample only; no historical trend confirmation No top-card ranking data—cannot confirm meta presence or competitive performance











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