Northern Crossfire
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Northern Crossfire

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If the total Levels of monsters you control are 10 or higher: Add to your hand or Special Summon 1 Level 10 monster from your hand or Deck. If the total Levels of monsters your opponent controls are 10 or higher: You can banish this card and 1 Level 10 monster from your GY, then target 1 card your opponent controls; banish it. You can only use 1 "Northern Crossfire" effect per turn, and only once that turn.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Oct 9, 2026
60± 8/ 100
Power Score
Intrinsic 58
Deck 61

Northern Crossfire — Power Evaluation

Final Score: 60 ± 8 · Confidence: Medium

  • Intrinsic: 58.5 · Deck: 61.1 · Meta: provisional
  • Primary role: Searcher/Tutor · Secondary: Removal

Why it scores here

Northern Crossfire scores on what it converts into: its first effect adds or Special Summons a Level 10 monster from hand or Deck once total Levels of monsters you control reach 10, and its second effect banishes an opponent card from the GY once the opponent's total Levels reach 10. Its appeal is in the Level 10 Superdreadnought and Train shell (77% co-occurrence with the main Level 10 partners across 35 decks), not in its own stats, which are zero for a Trap. The view count of 439 and the Trap frame did not earn points, and the card scores modestly because there are no recorded combos to confirm how often it actually converts.

Axis scores

Axis Score Evidence
Accessibility 65 The search or Special Summon is gated on a Level 10 total on the field, which the sampled Level 10 decks meet, and it appears in 35 of 35 sampled decks at 1.26 copies on average (observed deck sample; the field gate itself is inferred from text).
Combo & Conversion 55 Text shows one Level 10 body or hand add per use, which is a fair board with help rather than a one-card full board, and no combo boards were supplied to confirm it (inferred from text).
Resource Economy 55 The search is a 1-for-1 that spends the Trap, while the GY-banish effect is a repeatable cost-paying refuel line with a once-per-turn limit shared between both effects (inferred from text).
Effect & Interaction 60 The second effect banishes any one opponent card when the opponent's Level total reaches 10, which is targeted and flexible but conditional and shares the once-per-turn limit (verified from card text).
Material Utility 0 It is a Trap Card and cannot be used as material, so the score is 0 (verified from card type).
Resilience & Flexibility 60 The GY-activated second effect gives multi-zone reach, though a set Trap is exposed to negation and interaction before it resolves (inferred from text and frame).
Deck-Building Efficiency 70 Average 1.26 copies across 35 decks with no garnets and no legal restriction beyond the Level 10 targets it fetches, which is a cheap slot (observed deck sample).

Calculation

Weight profile: 0.7 Searcher/Tutor + 0.3 Removal (secondary). Intrinsic ≈ 58.5, Deck ≈ 61.1, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Searches or Special Summons a Level 10 monster from Deck or hand, feeding the Level 10 Superdreadnought and Train shell
  • Second effect works from the GY, which lets it recur as a repeatable interaction line
  • Low slot cost: 1.26 average copies across 14 archetypes

Weaknesses

  • Both effects depend on Level totals of 10, so the card is dead without a Level 10 board
  • Activation timing is not stated in the evidence, so timing is uncertain
  • Second effect needs an opponent Level total of 10 and shares a once-per-turn limit

Counters / choke points

  • Negation of the set Trap before activation
  • Opponent boards that keep Level totals below 10 so neither effect can be used

Best use

Searcher/Tutor with GY-based interaction. Decks: Superdreadnought Rail Cannon, Train, Machina. Suggested copies: 1.

Evidence & gaps

  • Verified: Text: Level 10 total gate on the search or Special Summon, and Level 10 total gate plus GY banish on the second effect; Card type is Trap Card, so it cannot be material; 35 of 35 sampled decks run it, 1.26 average copies, 14 distinct archetypes; Top partners: Superdreadnought Rail Cannon Gustav Max and Juggernaut Liebe at 80%, others at 77%
  • Observed: Deck inclusion across the 35-deck sample and copies distribution; Partner co-occurrence percentages from deck data
  • Inferred: Accessibility depends on reaching a Level 10 total in practice; Combo conversion is a fair board with help, based on text only; Activation timing and once-per-turn sharing make rules reliability slightly lower
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied activation timing is not stated in the evidence (Trap; no Quick Effect wording) no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only avg_starter_count_when_present unavailable — deck resilience inferred from archetype spread alone











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