Trap
NormalPendulum Area
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2101
If all monsters you control are Pendulum Monsters (min. 1): Target 2 cards in your Pendulum Zones; destroy both cards, and if you do, neither player can Special Summon for the rest of this turn, except by Pendulum Summon.
Pendulum Area — Power Evaluation
Final Score: 57 ± 6 · Confidence: Medium
- Intrinsic: 54 · Deck: 59 · Meta: provisional
- Primary role: Floodgate/Control · Secondary: Utility
Why it scores here
Pendulum Area locks Special Summons (except Pendulum) for the rest of the current turn, providing real disruption in Pendulum-heavy decks; however, the lock duration ends at the current turn's End Phase, leaving the opponent's next turn unaffected. The card requires all your monsters to be Pendulum types (restrictive condition) and costs 2 of your own Pendulum cards with no follow-up combo payoff. Strong inclusion across 169 decks in 27 archetypes confirms accessibility within Pendulum homes, but zero combo evidence prevents measuring actual conversion into wins.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 65 | Accessible in Pendulum decks (91.7% of 169 decks are Pendulum-focused gameplay), though the condition 'all monsters must be Pendulum' severely restricts activation windows. (observed) |
| Combo & Conversion | 42 | No combo evidence; text shows the card disrupts but does not build a board—destroys your own Pendulum cards with no synergistic follow-up into combo lines. (inferred) |
| Resource Economy | 48 | Destroys 2 of your own Pendulum cards with no card-advantage return or refuel, resulting in a −2 resource swing offset only by Pendulum recycling potential. (verified) |
| Effect & Interaction | 62 | Locks both players' Special Summons except Pendulum for the rest of the current turn (not extending into opponent's next turn), providing situational disruption with a hard exception. (verified) |
| Material Utility | 0 | Trap Card with no material body, level, attribute, or support value when used as material; zero utility. (verified) |
| Resilience & Flexibility | 35 | Single-activation effect per turn; strictly dependent on Pendulum field state—negated entirely by any non-Pendulum monster on field or deck transitions to hybrid strategies. (inferred) |
| Deck-Building Efficiency | 72 | Clean in pure Pendulum decks; 2–3 copy distribution is standard with no garnet risk, though becomes a brick if deck diversifies away from Pendulum monsters. (observed) |
Calculation
Weight profile: Primary role: Floodgate/Control. Intrinsic ≈ 54, Deck ≈ 59, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent)
Strengths
- Locks Special Summons (except Pendulum) for in-turn disruption against non-Pendulum combo lines
- Extremely portable: runs in 27 distinct archetypes with 91.7% playing pure Pendulum strategies
- Strong card partnerships (Exceed the Pendulum 91.1%, Beyond the Pendulum 88.8%) indicate reliable support ecosystem
- Standard 2–3 copy inclusion shows stable deck-building confidence
Weaknesses
- Restrictive activation condition: all monsters on field must be Pendulum types
- Lock window limited to rest of current turn only; opponent's next turn is unaffected
- Costs 2 of your own Pendulum cards with no winning-value follow-up measured
- Zero combo evidence—actual board impact and conversion to wins unmeasured
- Becomes dead if deck runs any non-Pendulum Extra Deck summons
Counters / choke points
- Any non-Pendulum monster on field (Synchro, Fusion, Xyz, Link) disables activation entirely
- Effect negation (Ash Blossom & Joyous Spring, Infinite Impermanence) stops resolution
- Opponent's Pendulum Summon lines bypass the lock entirely
Best use
Current-turn Special Summon lock in pure Pendulum strategies. Decks: Supreme King, Odd-Eyes, Abyss Actor, Pendulum Magician. Suggested copies: 2.
Evidence & gaps
- Verified: Card text locks Special Summons except Pendulum for the rest of the current turn; Activation requires all monsters on field to be Pendulum types; Costs 2 cards from player's Pendulum Zones; Appears in 169 recent main-deck lists across Sept 2023–Sept 2026; Standard 2–3 copy distribution; Used across 27 distinct archetypes
- Observed: Supreme King decks: 18.3% inclusion (31 of 169); Odd-Eyes decks: 17.8% inclusion (30 of 169); Abyss Actor decks: 11.8% inclusion (20 of 169); 91.7% of decks are Pendulum-focused gameplay type; Average 2.22 copies per deck; Partnered with Exceed the Pendulum in 91.1% of decks
- Inferred: Primary role is Floodgate/Control—locks Special Summons as disruption; Activation window limited to decks maintaining all-Pendulum boards; Lock duration ends at End Phase of current turn, not extending to opponent's next turn; Deck-specific nature despite broad archetype distribution; Combo conversion power unmeasured (no combo data supplied)
- Data gaps: No combos supplied—combo conversion and actual board-power impact are text-only inference No guides supplied—deck strategy context and role explanation missing No banlist information—assumed unlimited (3 copies legal) No usage statistics (StatisticsCard)—archetype inclusion percentages inferred from 400-deck sample only No top-card rankings—unclear if this is a format staple at competitive level






