Power Wall
Trap Normal

Power Wall

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During damage calculation, when you would take battle damage from an opponent's attacking monster: Send 1 card from the top of your Deck to the Graveyard for every 500 damage (round up) you are about to take, also you take no battle damage from that battle.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 5, 2026
54± 6/ 100
Power Score
Intrinsic 53
Deck 55

Power Wall — Power Evaluation

Final Score: 54 ± 6 · Confidence: Medium

  • Intrinsic: 53 · Deck: 55 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Floodgate / Control

Why it scores here

Power Wall is a reactive damage-prevention trap that provides situational defense against battle damage at a deck-cost, making it most valuable in going-second strategies and archetype-specific lists. It shows strong partnership with Cyberdark and Cyber Dragon decks (61.6% of observed use), where the GY-filling cost aligns with archetype synergies, but lacks independent combo potential or resilience beyond a single activation. The mid-50s score reflects solid tactical utility in dedicated homes offset by brick risk when opponents don't attack and zero board-building contribution.

Axis scores

Axis Score Evidence
Accessibility 55 Trap card with no search route; accessible only via draw in 26 decks across 11 archetypes, with 65.4% appearing in control-focused gameplay (observed: deck evidence)
Combo & Conversion 8 Zero combo appearances in evidence; no board-building potential or chain extensions (verified: 0 combos)
Resource Economy 45 Sends 1–4 deck cards to GY depending on damage prevented; Cyberdark synergizes with GY setup but raw cost is −1 to −4 cards (inferred: card text + top partners Cyberdark monsters)
Effect & Interaction 55 Prevents all battle damage from one attack; soft interaction without hard negation or attack interruption, useful vs. going-second but situational (verified: card text describes damage negation only)
Material Utility 2 Trap card cannot be used as material or attribute/level provider; minimal utility when negated (verified: Normal Trap type)
Resilience & Flexibility 35 One-shot trap that resolves and exits; no multi-turn presence or recovery; 3-copy redundancy provides modest resilience (verified: trap card nature)
Deck-Building Efficiency 65 Moderate deck-building cost; 1–2 copies typical with no locks; brick risk if opponent avoids attacks; 11 archetypes using it show no heavy archetype restriction (verified: 26 decks, 1-2 copies, 11 archetypes)

Calculation

Weight profile: Removal / Negation primary role. Intrinsic ≈ 53, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Flexible damage prevention: blocks any attacking monster regardless of archetype
  • Strong synergy with Cyberdark archetype (30.8% of observed use; GY-filling supports Cyberdark combos)
  • Generic tech option: used across 11 different archetypes (Cyber Dragon, Lightsworn, Chronomaly, Machina, Mathmech)
  • 3-copy redundancy with no hard locks or searching restrictions

Weaknesses

  • Trap card with no tutoring; relies on drawing into it
  • Brick risk: useless if opponent avoids attacks (common in effect-focused strategies)
  • Zero combo contribution: does not build boards, extend turns, or generate advantage
  • One-shot trap: no multi-turn presence or resilience after activation
  • Deck-cost resource drain: 1–4 cards sent to GY per use; negative unless archetype synergizes with GY filling
  • Situational impact: only relevant during opponent's battle phase; irrelevant vs. effect-based strategies

Counters / choke points

  • Decks that avoid attacking (full effect-based strategies; going-first boards that win without attacking)
  • Trap negation (Royal Decree, Solemn Judgment)
  • Effect negation (Ash Blossom & Joyous Spring, other trap negators)

Best use

Going-second damage mitigation and GY setup. Decks: Cyberdark, Cyber Dragon. Suggested copies: 1.

Evidence & gaps

  • Verified: Card type is Normal Trap Card (frame_type: trap); Card text describes damage prevention: 'Send 1 card from the top of your Deck to the Graveyard for every 500 damage (round up) you are about to take, also you take no battle damage from that battle.'; 26 decks run it in main deck; 25 run 1 copy, 1 deck runs 2 copies; 11 distinct archetypes observed (Cyberdark, Cyber Dragon, Lightsworn, Chronomaly, Machina, Mathmech, and 5 others); Primary homes: Cyberdark 30.8%, Cyber Dragon 30.8% combined; Legal in TCG, OCG, and MasterDuel formats
  • Observed: Strong co-deck correlation with Cyberdark cards (80%+ co-appearance with Cyberdark End Dragon, Horn, Chimera, Edge, Keel, Claw, Cannon, Realm, Cyberdarkness Dragon); Strong co-deck correlation with Cyber Dragon core (76.9% co-appearance with Core, Herz, Horizon, Invasion); 65.4% of decks using Power Wall are gameplay type 4 (control-focused); Typical run of 1–2 copies suggests moderate confidence in the card's utility
  • Inferred: Trap card lacks tutoring routes; accessibility depends on drawing into it; Zero combo appearances indicates this is not a board-building combo piece; GY filling cost aligns with Cyberdark mechanic (archetype benefits from GY setup); Situational utility against attacking opponents; brick potential if opponent uses effect-based strategies; Trap card has no multi-turn resilience; activation resolves it once; No material utility as Normal Trap; cannot serve as Fusion material, Synchro material, or Tuner
  • Data gaps: No combos supplied — cannot assess multi-card combo chains or board-building potential No guides supplied — no human context on strategy or role optimization No usage statistics (StatisticsCard) — archetype inclusion % inferred from 26-deck sample only No banlist information — assumed 3 copies unlimited No top-card rankings — cannot assess competitive meta impact











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