Pinpoint Guard
Trap Normal

Pinpoint Guard

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When an opponent's monster declares an attack: Target 1 Level 4 or lower monster in your Graveyard; Special Summon it in Defense Position. It cannot be destroyed by battle or card effects this turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 1, 2026
40± 6/ 100
Power Score
Intrinsic 43
Deck 42

Pinpoint Guard — Power Evaluation

Final Score: 40 ± 6 · Confidence: Medium

  • Intrinsic: 43 · Deck: 42 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Pinpoint Guard is a reactive Normal Trap that recovers a Level 4 or lower monster from the GY when the opponent attacks, granting it one-turn indestructibility — a purely defensive payoff that never converts into proactive board advantage. Its score reflects genuine broad playability (64 decks, 41 distinct archetypes) concentrated in slower gameplay formats where grind-game traps have real value, but is held back by the twin constraints of requiring a set turn and a live attack declaration before it does anything. The revived monster enters Defense Position and receives protection for one turn only, so it rarely becomes a combo enabler; no combo evidence exists to contradict this assessment.

Axis scores

Axis Score Evidence
Accessibility 30 Normal Trap must be set one turn before use, requires an opponent attack declaration to trigger, and needs a Level 4 or lower monster already in the GY — three chained conditions that substantially reduce how often it is live (verified from card text).
Combo & Conversion 20 Zero combo appearances in the evidence corpus; the revived monster enters Defense Position with no offensive follow-up implied by the card text, so combo conversion is entirely text-only inference (inferred).
Resource Economy 45 The card spends one trap slot to recover one GY monster for one turn, which is roughly card-neutral — no card draw, no additional plus, but no additional cost either (verified from card text).
Effect & Interaction 25 The trap does not negate attacks, does not negate effects, and does not remove opponent cards; it only grants indestructibility to the revived monster for one turn, providing soft defensive coverage rather than real disruption (verified from card text).
Material Utility 35 The revived monster enters in Defense Position and is protected this turn, usable as Synchro/Xyz/Link material if the rules allow a defense-position body — limited but not zero; 41 distinct archetypes suggest some decks value this body (observed from decks_evidence).
Resilience & Flexibility 20 As a face-down Normal Trap it is fully exposed to Harpie's Feather Duster (a top partner at 26.6% co-occurrence, confirming the format context) and other S/T removal; one negate stops it; its trigger window is narrow and cannot be used proactively (verified).
Deck-Building Efficiency 65 No archetype lock, no cost beyond the card slot, run in 41 distinct archetypes with ~1.83 avg copies — near-free-roll in slower formats; 31 of 64 decks run only 1 copy confirming low-commitment inclusion (observed from decks_evidence).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Utility. Intrinsic ≈ 43, Deck ≈ 42, Meta = provisional. Modifiers: Normal Trap vulnerability (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Exceptionally broad splashability — run in 41 distinct archetypes with no archetype restriction
  • No activation cost beyond the card slot itself
  • Provides one-turn indestructibility to the revived monster, surviving both battle and card effects
  • Reliable fit in slower, grind-oriented formats where attack declarations are frequent

Weaknesses

  • Normal Trap requires one full turn set before use — cannot be used the turn it is drawn
  • Completely reactive — does nothing without an opponent attack declaration
  • Restricted to Level 4 or lower GY targets, narrowing the pool in some strategies
  • Revived monster enters Defense Position, limiting immediate offensive or Extra Deck follow-up
  • Indestructibility lasts only the current turn — no permanent protection

Counters / choke points

  • Spell/Trap removal before activation (Harpie's Feather Duster, Cosmic Cyclone, Twin Twisters)
  • Effect negation on activation (Solemn Judgment, Dark Bribe, Seven Tools of the Bandit)
  • Non-destruction removal on the revived monster (banishment, bounce, flip face-down) bypasses the indestructibility clause
  • Win conditions that do not involve battle attacks bypass the trigger entirely (burn, deck-out)

Best use

Defensive recovery trap in slower grind-game formats; blocks an attack while retrieving a key Level 4 or lower body from the GY for follow-up. Decks: Egyptian God, Dark Magician, Blue-Eyes, Dragonmaid, Elemental HERO, Synchron. Suggested copies: 1.

Evidence & gaps

  • Verified: Normal Trap Card — must be set one turn before activation; Trigger condition: opponent's monster declares an attack; Effect: target 1 Level 4 or lower monster in own GY; Special Summon in Defense Position; Revived monster cannot be destroyed by battle or card effects this turn only; Legal in TCG, OCG, and MasterDuel; limited to 1 copy in Duel Links
  • Observed: Runs in 64 decks across 41 distinct archetypes — broad generic defensive usage; 73.4% of deck appearances are in gameplay type 7 (slower/traditional format context); Average 1.83 copies per deck; 31 of 64 decks run a single copy (low-commitment slot); Top partners are classic defensive staples: Mirror Force, Magic Cylinder, Fiendish Chain, Call of the Haunted; Harpie's Feather Duster co-occurs in 26.6% of its decks, confirming backrow-heavy format context
  • Inferred: Primarily a defensive fill piece for slower formats — not a combo enabler or starter; Level 4 or lower GY requirement is non-restrictive in most strategies but does limit the target pool; One-turn indestructibility reduces the revived monster's long-term staying power significantly; Splashability across 41 archetypes confirms the generic defensive text reads broadly
  • Data gaps: No combos supplied — combo conversion and material utility scored from text inference only No guides supplied — human context on practical role is absent No usage statistics (StatisticsCard) — archetype inclusion percentages are inferred from the 64-deck sample only Gameplay type IDs are numeric without labels — exact format context (e.g., Speed Duel, Traditional, Master Rule) cannot be confirmed











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