NEXT
Trap Normal

NEXT

  • Archetype:
  • Elemental HERO

  • View:
  • 6658




Special Summon any number of monsters with different names from your hand and/or GY, in Defense Position, that are all "Neo-Spacian" monsters or "Elemental HERO Neos", but negate their effects, and as long as you control any of those Special Summoned monsters face-up, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only activate 1 "NEXT" per turn. If you control no cards, you can activate this card from your hand.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 7, 2026
60± 4/ 100
Power Score
Intrinsic 59
Deck 60

NEXT — Power Evaluation

Final Score: 60 ± 4 · Confidence: Medium

  • Intrinsic: 59 · Deck: 60 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility, Combo enabler

Why it scores here

NEXT is a specialized recovery tool for Neo-Spacian and Elemental HERO Neos decks, restoring monsters from hand or graveyard to the field in Defense Position. Its hand-activation clause provides going-second utility when behind, and the Extra Deck lockdown (except Fusions) actually aligns with Elemental HERO's Fusion-centric strategy. However, negating the summoned monsters' effects limits them to board presence rather than activated value, and the complete absence of combo evidence shows this is an archetype-specific utility card without breakthrough power. The 60 score reflects solid, clean integration within its narrow home rather than metagame impact.

Axis scores

Axis Score Evidence
Accessibility 70 Hand activation when controlling no cards provides going-second recovery access; appears in 52 decks with 1.31 average copies, clearly accessible within the archetype (verified).
Combo & Conversion 55 Summons multiple Neo-Spacian/Neos monsters but negates their effects, yielding board presence rather than activated value; no combos supplied to confirm breakout combo lines (inferred).
Resource Economy 60 Recovers monsters from GY (refuel value) and generates board presence, but effect negation limits play value; net card advantage is roughly neutral or +1 (inferred).
Effect & Interaction 35 No removal, negation of opponent plays, or hand-trap reach; Extra Deck lockdown is self-imposed and strategic rather than directly interactive (verified from text).
Material Utility 50 Summoned monsters in Defense Position with negated effects serve as material for Fusion Summons, which integrates naturally with Elemental HERO's Fusion-centric game plan (inferred).
Resilience & Flexibility 50 Hand activation provides going-second resilience; board is fragile to removal and one negation of the trap disables the lockdown benefit (inferred).
Deck-Building Efficiency 65 Clean archetype fit with 1–2 copies typical and no bricking pattern; the Extra Deck lockdown aligns with Fusion focus rather than working against it (verified from deck evidence).

Calculation

Weight profile: Primary role: Recovery/Recursion. Intrinsic ≈ 59, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent)

Strengths

  • Hand activation when controlling no cards provides going-second recovery and comeback potential
  • Strong synergy with Elemental HERO Neos (92.3% co-deck rate) and entire Elemental HERO/Neo-Spacian archetype families
  • Extra Deck lockdown (except Fusions) aligns with and reinforces Elemental HERO Fusion-centric strategy
  • GY recovery provides efficient resource management and play extension
  • Once-per-turn clause prevents degenerate loops and maintains balanced activation

Weaknesses

  • Negation of summoned monsters' effects severely limits them to board presence only
  • Self-imposed Extra Deck lockdown restricts hybrid or non-Fusion strategies within the deck
  • Trap card activation timing makes it vulnerable to removal before resolution
  • No combo evidence showing breakout power or competitive meta impact
  • Once-per-turn limitation restricts activation rate
  • Archetype-specific utility without broad portability

Counters / choke points

  • Ash Blossom & Joyous Spring (negates trap activation)
  • Effect Veiler or similar continuous negation effects
  • Trap Stun and trap-disabling effects
  • Cards that remove face-up monsters before they can serve as Fusion material

Best use

Going-second recovery tool and board-building enabler for Fusion Summons. Decks: Elemental HERO, Neo-Spacian, Vision HERO, Destiny HERO. Suggested copies: 1.

Evidence & gaps

  • Verified: Activates from hand when controlling no cards (card text, going-second utility clause); Negates effects of all Special Summoned Neo-Spacian and Elemental HERO Neos monsters (card text); Restricts Extra Deck Special Summons to Fusion Monsters while controlling any summoned monsters (card text); Once-per-turn activation limit (card text); 92.3% co-deck rate with Elemental HERO Neos (deck evidence confirming primary archetype fit); Appears in 52 decks across 14 distinct archetypes with 1.31 average copies (deck evidence)
  • Observed: Vision HERO archetype shows 66.67% historical inclusion rate at typical 2 copies (usage statistics); 14 distinct archetypes run this card, primarily Elemental HERO and related families (deck evidence); Not currently a Top Card across any format (top_card_context)
  • Inferred: Primary role is recovery/recursion for Neo-Spacian/Neos monsters based on card text and top partners; Hand-activation clause provides going-second utility when in a losing position; Negation of summoned monsters' effects converts them from combo pieces to board-presence bodies; Extra Deck lockdown (except Fusions) reinforces Elemental HERO Fusion-centric game plan rather than hindering it; Clean 1–2 copy inclusion pattern suggests balanced utility without brick concerns
  • Data gaps: No combos supplied — combo conversion is inferred entirely from card text and archetype synergy, not from recorded combo boards No guides supplied — strategic context and meta positioning inferred from deck evidence only No banlist status — assumed 3-copy unlimited based on formats listed (TCG, OCG, MasterDuel, DuelLinks) No Top Card ranking — cannot validate competitive impact through leaderboards or tournament results Limited to 52-deck sample; historical usage shows only Vision HERO at 66.67% inclusion rate











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