No Entry!!
Trap Normal

No Entry!!

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Change all Attack Position monsters to Defense Position.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 7, 2026
36± 5/ 100
Power Score
Intrinsic 39
Deck 36

No Entry!! — Power Evaluation

Final Score: 36 ± 5 · Confidence: Medium

  • Intrinsic: 39 · Deck: 36 · Meta: provisional
  • Primary role: Board breaker · Secondary: Floodgate/Control

Why it scores here

No Entry!! is a situational defensive trap that changes the opponent's attacking monsters to Defense Position, providing soft board disruption on the go-second turn. The card generates no card advantage on its own and has zero recorded combo potential, relying entirely on drawing it at the right moment against an aggressive opponent board. Its adoption across 7 archetypes (13 decks) confirms splashability as generic tech, but its narrow reactive window, single-use activation, and inability to serve as material cap its power significantly. The effect does not establish winning value—merely delays it—making this a marginal control tool rather than a power card.

Axis scores

Axis Score Evidence
Accessibility 35 The card requires draw from deck with no searchability indicated; activation is conditional on the opponent maintaining Attack Position monsters (verified: card text, zero combo evidence).
Combo & Conversion 12 Zero recorded combos feature this card; it builds no board on its own and is purely defensive, confirming nil combo potential (verified: 0 combo appearances).
Resource Economy 28 The trap is a 1:1 trade with marginal value; tapping attackers is soft denial that doesn't prevent repeated attacks or generate card advantage (inferred from card text and lack of GY synergy).
Effect & Interaction 42 The effect is soft disruption—changing position does not negate, remove, or permanently lock monsters, leaving the opponent with functional Defense Position options (verified: card text).
Material Utility 0 As a Normal Trap Card, it cannot serve as Synchro, XYZ, Fusion, Link, or any other material type (verified: card type and frame).
Resilience & Flexibility 22 The effect activates once and resolves immediately; no lingering presence, no recursion, no multi-turn utility, and vulnerable to dispatch (verified: card text).
Deck-Building Efficiency 52 Generic trap splashable across 7 distinct archetypes with minimal slot cost; most decks run only 1 copy, avoiding redundancy overhead (observed: 13 decks, 1.08 avg copies, 7 homes).

Calculation

Weight profile: Board breaker / Going-second. Intrinsic ≈ 39, Deck ≈ 36, Meta = provisional. Modifiers: Situational activation (-1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Splashable as a generic trap tech across multiple archetypes (7 homes, 13 decks)
  • Clean, unambiguous card text with no timing or ruling complexity
  • Minimal deck slot cost; most players run only 1 copy

Weaknesses

  • Zero combo potential; purely reactive going-second tool
  • Generates no card advantage; soft disruption only
  • Single-use activation with no lingering effect or recursion
  • Highly conditional: requires opponent's attacking monsters to be relevant
  • Cannot serve as material for any summon; trap frame locks it to spell/trap zone

Counters / choke points

  • Monsters with secondary effects usable in Defense Position (still provide value when tapped)
  • Opponent rebuilds attacking monsters on subsequent turns
  • Hand traps and spell negation (Ash Blossom & Joyous Spring, Forbidden Droplet, etc.)

Best use

Situational going-second trap tech against boards with attacking monsters. Decks: Control, Defensive go-second, Archfiend, Gravekeeper's. Suggested copies: 1.

Evidence & gaps

  • Verified: Card effect: 'Change all Attack Position monsters to Defense Position'; Card type: Normal Trap Card, spell/trap frame; Deck adoption: 13 decks across 7 distinct archetypes; Copies per deck: average 1.08 (range 1–2), with 12 decks running 1 copy
  • Observed: Archfiend controls highest adoption (3 decks, 23.1%), followed by untyped control (4 decks, 30.8%); Top partners Red Dragon Archfiend (46.2%), Scarred Warrior (38.5%), Dark Armed Dragon (38.5%) indicate control/recursion-heavy shell synergies; Recency spans 2022–2025, with latest run July 2025
  • Inferred: No text-based searchability or tutoring support; card relies entirely on draw; Purely reactive activation pattern; effect requires opponent's Attack Position monsters to be live; Splashable due to generic effect unbound to archetype or attribute; Positioned as a go-second trap in control mirrors and against aggressive strategies; No combo conversion; cannot be chained from hand, searched mid-combo, or used as material
  • Data gaps: No combos supplied—combo conversion is pure text inference (0 boards with this card) No guides supplied—strategic context inferred from deck archetype distribution and top partners No banlist token—assumed unlimited (3 copies per deck legal) No usage statistics (StatisticsCard rows)—archetype inclusion % and historical frequency inferred from 13-deck sample only No metagame ranking—not identified as a top-ranked card across formats











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