Powerful Rebirth
Trap Continuous

Powerful Rebirth

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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.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 5, 2026
55± 6/ 100
Power Score
Intrinsic 53
Deck 56

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











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