Trap
NormalParallel Port Armor
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2666
Target 1 Link Monster you control; equip it with this card. Your opponent cannot target the equipped monster with card effects, also it cannot be destroyed by battle. You can banish this card and 2 Link Monsters from your GY, then target 1 Link Monster you control; it can make a second attack during each Battle Phase this turn.
Parallel Port Armor — Power Evaluation
Final Score: 55 ± 5 · Confidence: Medium
- Intrinsic: 54 · Deck: 56 · Meta: provisional
- Primary role: Negation/Interaction · Secondary: Utility
Why it scores here
Parallel Port Armor is a defensive equip that grants targeting immunity and battle destruction immunity to Link Monsters, providing meaningful negation value in Link-focused strategies. The targeting protection counters common disruptions, and the card appears universally in sample Link decks, confirming real accessibility. However, the banish cost effect—trading 3 cards (self + 2 Link Monsters from GY) for a single extra attack—creates weak resource economy, and the card generates no combos, functioning only as protection after boards are established. It is a Link-specific tech rather than a core enabler, limiting generality.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Accessible in Link-focused decks (75% of sample are gameplay type 4), but requires an on-field Link Monster and is not directly searchable as a trap card (verified) |
| Combo & Conversion | 35 | Does not generate or extend combos independently; appears only as board enhancement after existing play, with zero combo appearances in evidence (verified) |
| Resource Economy | 45 | The banish effect costs 3 cards for one extra attack; the equip effect itself is free but overall economy is slightly negative (inferred) |
| Effect & Interaction | 68 | Targeting immunity and battle destruction immunity are strong defensive negations against Ash Blossom, Lightning Storm, and similar disruptions (verified) |
| Material Utility | 15 | Trap Card properties (0 ATK/DEF) provide minimal material value; the equipped monster's stats are unchanged, so utility flows only through it (verified) |
| Resilience & Flexibility | 52 | Moderately durable while attached, with one-per-turn banish activation; immediately lost if the equipped monster leaves the field (inferred) |
| Deck-Building Efficiency | 62 | No garnet or lock risk in Link decks; optional tech appearing in 100% of 8 main-deck slots, suggesting comfortable slot cost (observed) |
Calculation
Weight profile: 0.7 Negation/Interaction + 0.3 Utility. Intrinsic ≈ 54, Deck ≈ 56, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Grants targeting immunity against common disruptions (Ash Blossom, Lightning Storm, Chain Destruction)
- Battle destruction immunity protects vulnerable or high-value Link Monsters
- 100% main-deck inclusion across sample, confirming integration into Link strategies
- No garnet risk in decks already running multiple Link Monsters
Weaknesses
- Strictly limited to Link Monsters; unusable outside Link-focused decks
- Banish effect costs 3 cards (self + 2 Link Monsters) for a single extra attack per turn
- No combo generation or board extension capability
- Passive protection rather than proactive disruption or advantage creation
- Not searchable as a Trap Card, relying on natural draw or tutoring non-Trap cards
Counters / choke points
- Trap destruction effects (Cosmic Cyclone, Twin Twisters, Mystical Space Typhoon)
- Removal of the equipped Link Monster (targeting the monster itself, bypassing the equipped card)
- Decks built without Link Monsters cannot utilize any of its effects
Best use
Defensive equip tech providing targeted protection and optional double-attack finisher. Decks: Code Talker, Gadgets, Appliancer, Link-focused strategies. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: equip with targeting immunity, battle destruction immunity, and banish cost effect for double attack; Legal in 4 formats: TCG, OCG, MasterDuel, DuelLinks; Appears in 8 recent competitive/casual decks spanning Aug 2023 to Dec 2024; Primarily in Code Talker (37.5%) and Gadgets (37.5%) archetypes; 100% main-deck inclusion, never sidedecked; Gameplay type 4 (Link-focused) in 75% of sample
- Observed: Average 1.25 copies per deck (7 decks with 1, 1 deck with 3); Strong co-occurrence with Link generation cards (Link into VRAINS, Parallel eXceed, Cyberse suite, Code Talker suite); Spread across 5 distinct archetypes within Link strategies
- Inferred: Targeting immunity provides negation against targeting-based disruptions; Battle destruction immunity synergizes with Link Monsters costly to establish; Double-attack effect is a finisher rather than a combo generator; Portability limited to Link decks; generic utility capped by archetype restriction; Passive equip model means minimal resource generation or card advantage
- Data gaps: No combos supplied—combo conversion is text-based inference only; cannot verify actual appearance rates or build patterns in real lines No guides supplied—no human expert context on usage, role confirmation, or meta positioning No banlist status—assumed unlimited (3 copies) No usage statistics (StatisticsCard)—archetype inclusion % inferred from 8-deck sample only No metagame sample—meta power remains provisional/null






