Trap
CounterParry
Archetype:
Gladiator Beast
View:
3557
Return 1 "Gladiator Beast" card from your hand to the Deck, and negate the activation and effect of a Trap Card, and destroy it.
Parry — Power Evaluation
Final Score: 51 ± 5 · Confidence: Medium
- Intrinsic: 52 · Deck: 50 · Meta: provisional
- Primary role: Removal / Negation
Why it scores here
Parry is a specialized Counter Trap that negates and destroys Trap Card activations, seeing consistent use in Gladiator Beast decks (2 of 2 sampled). Its effect_interaction score reflects reliable Trap removal, while accessibility is moderate since it requires a Gladiator Beast in hand to activate. The low combo_conversion and material_utility reflect this is a reactive defensive card rather than a proactive board builder. Without combo evidence, overall power is limited to archetype-specific niche utility.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 54 | A Trap Card requiring a Gladiator Beast in hand as cost limits universal accessibility, but GB decks naturally maintain GB in hand, making it fairly live in its intended archetype (observed: 2 decks × 1 copy, 100% inclusion in GB sample). |
| Combo & Conversion | 28 | As a reactive removal card with no board-building capability, it converts Trap Card activations into negated effects only, not into advantage or extended plays (inferred). |
| Resource Economy | 48 | Returning a Gladiator Beast to the Deck costs 1 card to negate 1 Trap Card, yielding roughly neutral resource exchange, with potential GB synergy from the hand-return mechanic (inferred). |
| Effect & Interaction | 62 | This Counter Trap provides hard negation and destruction of Trap Card activations, strong against Trap-heavy strategies but limited to Trap Cards only, not Spells or Monster effects (verified). |
| Material Utility | 8 | Trap Cards cannot serve as Synchro, Fusion, Xyz, or Link material, and this card offers no special material value even when in hand or GY (verified). |
| Resilience & Flexibility | 47 | As a persistent Spell & Trap Zone card, it survives across turns but is useless against non-Trap strategies and offers no recovery or redundancy (inferred). |
| Deck-Building Efficiency | 57 | Runs as a 1-of in Gladiator Beast decks; the GB hand cost limits splashability but fits naturally into dedicated GB builds where multiple GBs are already present (observed: 2 decks at 1 copy). |
Calculation
Weight profile: Primary role: Removal / Negation. Intrinsic ≈ 52, Deck ≈ 50, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Hard negation and destruction of Trap Card activations
- Consistent inclusion in Gladiator Beast decks
- Hand-return cost has potential synergy with GB mechanics
Weaknesses
- Limited to Trap Cards only; does not interact with Spell Cards or Monster effects
- Requires Gladiator Beast in hand to activate, archetype-locking the card
- Reactive defensive card with no proactive board-building capability
- Trap Card material utility is minimal; cannot be used as Synchro/Fusion/Xyz/Link material
Counters / choke points
- Decks that minimize Trap Card usage
- Strategies using Spell-based interaction instead of Trap-based
Best use
Trap negation and removal in Gladiator Beast mirror matches and Trap-heavy formats. Decks: Gladiator Beast. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: returns 1 Gladiator Beast from hand to Deck, negates and destroys Trap Card activations; Trap Card type with Counter Trap activation timing; Appears in Gladiator Beast archetype decks; 100% inclusion rate in 2 Gladiator Beast decks sampled (1 copy each); No Banlist restrictions; assumed 3-copy limit
- Observed: Exclusively paired with Gladiator Beast cards in all 2 decks; Runs as 1-of, suggesting tech slot rather than core consistency piece; Only appears in 1 distinct archetype in the sample
- Inferred: Counter Trap activation timing allows use during opponent turn; Archetype-specific cost (GB in hand) limits splashability; Reactive role means low combo conversion and board-building potential; Hand-return mechanic may synergize with GB cards that benefit from discard/hand effects; Effect limited to Trap Cards; ineffective against Spell-based and Monster-based strategies
- Data gaps: No combo evidence supplied; cannot verify combo synergies or board-building capability No guide mentions; cannot verify archetype strategy and positioning Small deck sample (2 total) limits statistical confidence in inclusion rates No banlist token; legality assumed unlimited across formats No usage statistics (StatisticsCard) available; cannot compare to broader historical inclusion






