Paradox Fusion
Trap Counter

Paradox Fusion

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When a monster(s) would be Special Summoned, OR a Spell/Trap Card is activated: Banish 1 face-up Fusion Monster you control; negate the Special Summon or activation, and if you do, destroy that card, also during your 2nd End Phase, return the banished Fusion Monster to your field in face-up Attack Position.




 
 
AI Power Analysis
Negation/InteractionConfidence: MediumEvaluated Oct 5, 2026
54± 6/ 100
Power Score
Intrinsic 55
Deck 57

Paradox Fusion — Power Evaluation

Final Score: 54 ± 6 · Confidence: Medium

  • Intrinsic: 54.6 · Deck: 56.51 · Meta: provisional
  • Primary role: Negation/Interaction · Secondary: Board breaker

Why it scores here

Paradox Fusion scores as a moderately strong control tool delivering reliable negation of both Special Summons and Spell/Trap activations with a destroy effect, making it flexible disruption across two categories. However, its requirement for a face-up Fusion Monster as cost significantly limits accessibility and deckbuilding efficiency—introducing a hard constraint that makes it a brick if unavailable. In Runick, where it sees 50% adoption, this cost is manageable through hybrid Fusion engines, but the card's zero combo presence and narrow activation window prevent it from reaching higher tiers despite solid effect interaction.

Axis scores

Axis Score Evidence
Accessibility 40 Requires a face-up Fusion Monster on your field to activate, creating a hard cost that limits live activation windows; trap status allows setup but the Fusion prerequisite significantly reduces practical accessibility (verified)
Combo & Conversion 15 Zero combo appearances in the dataset with no combo-building capability from text; purely reactive negation tool with no synergy to board extension or advantage generation (observed)
Resource Economy 60 Negates and destroys a card while banishing your own Fusion Monster temporarily; returns the Fusion at 2nd End Phase for roughly even to +1 card advantage depending on target destroyed (inferred)
Effect & Interaction 75 Negates both Special Summons and Spell/Trap activations with a destroy effect applied to the negated card, providing broad and flexible disruption across two distinct categories (verified)
Material Utility 5 Trap card with no ATK/DEF stats; banishes the player's own Fusion Monster as cost (not using this card as material), leaving no inherent material utility for this card itself (verified)
Resilience & Flexibility 55 Survives as a trap until activation and responds to two broad categories of effects; the temporary banish of a Fusion Monster creates a vulnerability window until 2nd End Phase return (inferred)
Deck-Building Efficiency 45 Requires Fusion Monsters in the deck and specifically a face-up Fusion Monster to activate, creating deckbuilding constraints and brick risk; 50% adoption in Runick suggests this is manageable only in Fusion-capable archetypes (observed)

Calculation

Weight profile: Negation/Interaction primary role. Intrinsic ≈ 54.6, Deck ≈ 56.51, Meta = provisional. Modifiers: Fusion Monster cost (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Flexible negation covering both Special Summons and Spell/Trap activations in one card
  • Destroys the negated card, adding 2-for-1 value to the negation effect
  • Broad applicability across 34 distinct archetypes with Fusion engines
  • Counter trap status allows reactive play and setup before activation

Weaknesses

  • Requires a face-up Fusion Monster as cost, severely limiting accessibility and creating brick scenarios
  • Zero combo synergy; purely reactive interaction tool with no board-building capability
  • Fusion Monster requirement creates significant deckbuilding constraint outside Fusion-focused archetypes
  • Temporary banish of your own monster creates vulnerability window until 2nd End Phase return
  • Not a format staple—highly dependent on archetype having a Fusion engine

Counters / choke points

  • Field wipe effects (Swordsoul Strategist Longyuan, Lightning Storm) can remove the temporary Fusion banish target before End Phase return
  • Trap negation (Solemn Judgment, Infinite Impermanence, Ash Blossom & Joyous Spring) stops activation
  • Decks without Fusion Monsters cannot activate this card at all

Best use

Control/disruption piece in Fusion-capable control-focused decks. Decks: Runick, Invoked, Gem-Knights, Magnet Warrior. Suggested copies: 2.

Evidence & gaps

  • Verified: Trap Counter card requiring a face-up Fusion Monster to activate; Negates Special Summons or Spell/Trap Card activations; Destroys the negated card when negation resolves; Returns banished Fusion Monster to field at 2nd End Phase in face-up Attack Position; Legal in TCG, OCG, MasterDuel, and DuelLinks; 100% main deck placement across all 122 decks (0% side deck)
  • Observed: 50% inclusion in Runick decks (61 of 122 total decks); Average 1.67 copies per deck; 66 decks run 1 copy, 30 run 2, 26 run 3; 34 distinct archetypes run this card across the dataset; Top partners are exclusively Runick archetype cards and control staples; 73.8% of decks using this card are going-first control (gameplay type 7)
  • Inferred: Primary role is Negation/Interaction based on text and deck construction patterns; Runick uses secondary Fusion engine to enable the Fusion Monster requirement; Card serves as control/disruption tool rather than combo extender; Fusion Monster cost creates deckbuilding constraints outside pure Fusion archetypes; No meta dominance despite Runick popularity suggests balanced power level
  • Data gaps: No combos supplied—combo conversion is text-only inference; card shows zero combo synergy No guides supplied—meta-game role relies entirely on deck construction patterns No banlist token—assumed 3 copies unlimited; verify actual format restrictions No usage statistics (StatisticsCard)—archetype inclusion percentage inferred from 122-deck sample only, not historical data Unclear if Runick decks contain dedicated Fusion engines or accept the Fusion requirement as a constraint











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