Trap
ContinuousPowerful Rebirth
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3328
Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon that target. Increase its Level by 1 and ATK and DEF by 100. When that monster is destroyed, destroy this card.
Powerful Rebirth — Power Evaluation
Final Score: 55 ± 6 · Confidence: Medium
- Intrinsic: 52.74 · Deck: 56.39 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Combo enabler
Why it scores here
Powerful Rebirth revives a single Level 4 or lower monster from the GY and grants it +1 Level and +100 ATK/DEF, excelling as a grinding tool in Magnet Warriors (42% of running decks) where it generates extra bodies for XYZ synergy. However, it supplies zero opponent interaction and creates a mutual-destruction lock with its target, limiting its resilience. The high deck count (353) across 61 archetypes confirms accessibility in GY-centric strategies, but the absence of combo data means its true board-building role remains unmeasured.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Reasonably accessible in decks that fill the GY naturally, but requires both a trap activation window and a Level 4 or lower target already present in the GY. (verified) |
| Combo & Conversion | 52 | Generates a single revived body with negligible stat boost; text-only inference yields one-card output without multi-step enablement. (inferred) |
| Resource Economy | 48 | Roughly even trade: one trap activation for one monster revival, with mutual destruction on the monster's demise and +100 ATK/DEF being negligible. (inferred) |
| Effect & Interaction | 0 | Zero opponent interaction; the card provides no disruption, negation, or removal capability. (verified) |
| Material Utility | 58 | The revived monster serves as generic material for synchro and XYZ lines without locking into a specific summon type or name. (verified) |
| Resilience & Flexibility | 48 | Continuous trap persists across multiple turns if the revived monster survives, but mutual destruction creates a hard constraint on resilience. (inferred) |
| Deck-Building Efficiency | 62 | Splashable into 61 distinct archetypes without archetype lock; bimodal copies (119 decks at 3×, 146 at 1×) indicates optimal count is archetype-dependent. (observed) |
Calculation
Weight profile: Primary role: Recovery/Recursion. Intrinsic ≈ 52.74, Deck ≈ 56.39, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent)
Strengths
- Strong synergy with Magnet Warriors (42% of running decks; paired with Electromagna Warriors and Berserkion engine)
- Splashable across 61 distinct archetypes without archetype lock
- Enables multi-turn grinding by recycling GY monsters into XYZ material
- Continuous trap persists across multiple turns if the revived monster survives
Weaknesses
- Zero opponent interaction: no disruption, negation, or removal capability
- Requires Level 4 or lower target in GY; dead if GY is empty or lacks suitable targets
- Mutual destruction with revived monster leaves both vulnerable to single-target removal
- Stat boost (+100 ATK/DEF) is negligible for most combat scenarios
- Bimodal copies distribution (1 or 3) indicates inconsistent deck optimization across archetypes
Counters / choke points
- Mass removal and board wipes destroy both the monster and the continuous trap simultaneously
- Graveyard disruption effects (Dimensional Fissure, Macro Cosmos) prevent GY targets from being available
- Decks running it at 1 copy instead of 3 suggest meta-dependent viability rather than universal core status
Best use
Recovery tool for GY-focused control and combo strategies seeking multi-turn grinding value. Decks: Magnet Warriors, Resonator, Archfiend, Deskbots, Exodia.
Evidence & gaps
- Verified: Card text is clear: targets and revives a Level 4 or lower GY monster, increases its Level by 1 and ATK/DEF by 100, mutual destruction on target death; 353 total decks run it across TCG, OCG, MasterDuel, and DuelLinks formats; Magnet Warriors is the primary home (42.2%, 149 decks; 100% of Magnet Warrior appearances include Electromagna Warriors); Top partners are Electromagna Warriors (Alpha/Beta/Gamma/Delta) and Berserkion, confirming Magnet Warrior synergy; 61 distinct archetypes run it, confirming splashability
- Observed: Average 1.92 copies per deck with bimodal distribution: 119 decks at 3 copies, 146 decks at 1 copy; Primarily used in Control (gameplay type 3, 51.3%) and Combo (type 4, 26.9%) strategies; Six Samurais Duel Links guide lists it as a tech option, not a core engine piece
- Inferred: Primary role is Recovery/Recursion based on card text structure (activation, GY target, summon, then death trigger); Combo conversion is one revived body plus minimal stat boost; no multi-step enablement from text alone; Synergy in Magnet Warriors is driven by natural GY generation via synchro/XYZ summons and the need for Rank 4 XYZ material; No opponent interaction because the card provides zero disruption, negation, or removal effects; Optimal copies (1 or 3) appear archetype-dependent based on bimodal distribution
- Data gaps: No combos supplied — combo conversion, power index of boards containing it, and multi-turn board centrality are text-only inference No StatisticsCard data — archetype inclusion percentages inferred from the 353-deck sample only, not broader statistical history No banlist token supplied — assumed 3 copies unlimited across all four formats Six Samurais guide does not explain the synergy mechanism, only lists it in a Techs section Not a top-ranked card across any format; meta influence unmeasured






