Pulse Mines
Trap Normal

Pulse Mines

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If you control a Machine monster: Change your opponent's Attack Position monsters (if any) to Defense Position, also, until the end of this turn, if a monster(s) is Normal or Special Summoned to your opponent's field, change them to Defense Position.




 
 
AI Power Analysis
Floodgate / ControlConfidence: MediumEvaluated Oct 5, 2026
58± 5/ 100
Power Score
Intrinsic 59
Deck 59

Pulse Mines — Power Evaluation

Final Score: 58 ± 5 · Confidence: Medium

  • Intrinsic: 59 · Deck: 59 · Meta: provisional
  • Primary role: Floodgate / Control · Secondary: Board breaker, Soft removal

Why it scores here

Pulse Mines is a specialized defensive control tool that excels at locking opponent monsters in Defense Position, but falls short of high power due to its one-time effect and lack of inherent advantage generation. The card's main strength is accessibility in Machine-focused decks (138 decks across 33 archetypes, especially Meklord at 20.3%), where activation is reliable. However, without combo amplification and providing zero card advantage, it remains a situational tech rather than a power driver.

Axis scores

Axis Score Evidence
Accessibility 70 Activation requires controlling a Machine monster, which is satisfied in most decks running it; 138 decks with 33 distinct archetypes confirm broad splashability in Machine strategies (verified).
Combo & Conversion 30 No combo appearances in the database and the card's text produces no board or advantage by itself, only defensive lockdown (verified).
Resource Economy 35 Pure −1 card cost with no refuel, card draw, or compensating advantage; effect is one-time per activation (verified).
Effect & Interaction 65 Flips opponent monsters to Defense Position and locks newly summoned monsters in Defense until end of turn, providing solid but situational board control (verified).
Material Utility 10 Trap card with no material utility; cannot be used as Synchro/Xyz/Fusion/Link material and has no recovery synergy (verified).
Resilience & Flexibility 45 Single-use effect that resolves immediately; depends on maintaining a Machine monster for future uses, with no persistent board presence (verified).
Deck-Building Efficiency 65 Runs at 1–3 copies in 138 decks with good flexibility; most common at 2 copies, showing it is a flexible tech rather than a locked-in requirement (observed).

Calculation

Weight profile: Primary role Floodgate/Control. Intrinsic ≈ 59, Deck ≈ 59, Meta = provisional. Modifiers: DuelLinks format restriction (-1). Final formula: 0.40*Intrinsic + 0.60*Deck (both equal at 59; −1 modifier for DuelLinks 2-copy limit)

Strengths

  • Reliable activation in Machine-heavy decks with 138 documented instances across 33 archetypes
  • Dual-layered lockdown: flips existing Attack Position monsters and locks new summons in Defense until turn end
  • Flexible inclusion at 1–3 copies; does not force deck-building constraints
  • Strong synergy with Machine staples like Gear Gigant X (50 co-decks) and Heavy Armored Train Ironwolf (46 co-decks)

Weaknesses

  • Provides zero card advantage; pure −1 cost with no refuel or compensation
  • Single-use effect per activation; no persistent board presence or multi-turn value
  • Requires maintaining a Machine monster on field for continued activation utility
  • Ineffective against all-effect or all-negation strategies; does not interact with hand effects
  • Absence of combo board integration limits ceiling in combo-heavy environments

Counters / choke points

  • Solemn Strike and Solemn Judgment negate activation at Spell Speed 2
  • Effect Veiler and Impermanence can negate the effect before resolution
  • Decks with hand traps or removal that resolve before Pulse Mines activates
  • Opponent control effects that eliminate your Machine monsters, breaking the activation condition

Best use

Going-second defensive tech to lock opponent board after summons. Decks: Meklord, Gimmick Puppet, Sky Striker, Qliphort, Railway. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text requires Machine monster to activate; Primary effect flips opponent's Attack Position monsters to Defense Position; Secondary effect locks newly summoned monsters in Defense Position until end of turn; Trap card type; resolves at Spell Speed 2; Runs in 138 decks across 33 distinct archetypes; Most common inclusion 2 copies (84 of 138 decks); Highest usage in Meklord (28 decks, 20.3%), Sky Striker (17 decks), Gimmick Puppet (10 decks)
  • Observed: Top partners are Machine-focused: Gear Gigant X (50 decks), Heavy Armored Train Ironwolf (46 decks); Secondary partners are staple interaction: Book of Moon (45 decks), Mystical Space Typhoon (35 decks); Featured in Tech sections of 4 guides for Gimmick Puppet, Roid, Dinomist; Legal copies in DuelLinks: 2 (restricted vs TCG/OCG 3-copy limit)
  • Inferred: Acts as soft removal by preventing opponent attacks for the turn; Provides going-second defensive utility after opponent's summons; Secondary effect prevents setup summons occurring on the same turn; Deck synergy requires at least one consistently-live Machine monster; Control-oriented role indicates use in defensive strategies rather than combo acceleration
  • Data gaps: No combo board data provided (0 combos); combo conversion scored from text inference only No Top Card rankings; cannot confirm metagame tier or competitive viability StatisticsCard data limited to 1 archetype (Deskbot 100% inclusion) despite 138 decks in 33 archetypes; broader historical inclusion unknown No detailed rulings documentation on timing interactions with simultaneous summons or complex chain scenarios











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