Trap
NormalRadiant Mirror Force
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3712
When an opponent's monster declares an attack while they control 3 or more Attack Position monsters: Destroy all Attack Position monsters your opponent controls.
Radiant Mirror Force — Power Evaluation
Final Score: 52 ± 5 · Confidence: Medium
- Intrinsic: 55 · Deck: 51 · Meta: provisional
- Primary role: Board breaker / Going-second · Secondary: Removal
Why it scores here
Radiant Mirror Force is a conditional board-break trap that appears in 22 decks across 13 archetypes, confirming accessibility as generic removal tech. However, its narrow trigger condition—requiring the opponent to control 3+ Attack Position monsters while attacking—severely limits practical activation frequency in the XYZ/Synchro-heavy metagame (90.9% of paired decks). The card generates zero personal card advantage, appears in zero combo boards, and provides pure opponent disruption without forward momentum. While it occupies a clean single main-deck slot with no garnet issues, its conditional nature and lack of resilience keep it in flex-tech territory rather than powerlevel territory.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Trap appears in 22 decks across 13 distinct archetypes with consistent 1-copy inclusion, but requires a narrow trigger condition (opponent attacking with 3+ ATK Position monsters), limiting practical activation windows (observed from deck distribution and card text). |
| Combo & Conversion | 15 | Pure reactive trap with zero appearances in combo boards; it breaks opponent threats but builds no forward momentum or end-board progression of its own (verified from combos_evidence: 0 total appearances). |
| Resource Economy | 48 | Costs 1 deck slot with no refuel or personal card advantage; it destroys opponent monsters (generating opponent loss) but does not generate net gain for the player running it (inferred from trap mechanics and text). |
| Effect & Interaction | 58 | Conditionally destroys all opponent Attack Position monsters when they control 3+; soft removal lacking flexibility and less reliable than unconditional alternatives like the Mirror Force it pairs with 95.5% of the time (observed from deck evidence and text). |
| Material Utility | 5 | Normal Trap cannot serve as Synchro, XYZ, or Fusion material and cannot be recycled into combo chains; material utility is negligible (verified from card type and Yu-Gi-Oh mechanics). |
| Resilience & Flexibility | 35 | Set-based trap that activates once per turn only when trigger is met; no multi-turn value, no recovery mechanism, and no reuse without explicit return effects (inferred from trap mechanics and activation text). |
| Deck-Building Efficiency | 75 | All 22 decks run exactly 1 copy with no garnet or brick pattern reported; clean, splashable tech slot across 13 archetypes with minimal deckbuilding friction (observed from copies_per_deck distribution and distinct_archetypes count). |
Calculation
Weight profile: Primary role: Board breaker / Going-second. Intrinsic ≈ 55, Deck ≈ 51, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Appears in 13 distinct archetypes with consistent 1-copy inclusion across Galaxy-Eyes, Galaxy Photon, Cipher, Hole, Adamancipator, and Gem-Knights, confirming generic accessibility
- Clean, efficient deck-building slot cost with no garnets or locks
- Synergizes well with Mirror Force (95.5% co-deck) and generic removal suite (Monster Reborn, Scrap-Iron Scarecrow)
Weaknesses
- Narrow trigger condition (opponent must attack while controlling 3+ ATK Position monsters) severely limits practical activation in modern metagames
- Appears in zero combo boards, confirming no synergy, combo conversion, or deck-building leverage
- Generates only opponent card loss, not personal card advantage; no recovery, refuel, or multi-turn value
- Set-based trap is vulnerable to hand traps (Infinite Impermanence) and redirect effects (Red Reboot)
Counters / choke points
- Protection-based decks (Synchros, XYZ, control-heavy strategies) rarely maintain 3+ Attack Position monsters, never triggering the condition
- Infinite Impermanence, Red Reboot, and other hand traps can chain to prevent activation
- Mirror Force (unconditional variant) is superior and appears in 95.5% of the same decks, reducing incentive to run both
Best use
Flex board-break tech for going-second, targeting aggressive multi-ATK Position strategies. Decks: Galaxy-Eyes, Galaxy Photon, Cipher. Suggested copies: 1.
Evidence & gaps
- Verified: Card type: Normal Trap; cannot serve as monster material; Deck inclusion: 22 decks, 13 archetypes, 1 copy per deck; Combo appearances: 0 boards; Metagame composition: 90.9% Type 4 (XYZ/Synchro-heavy); Card text: destroys opponent Attack Position monsters only when opponent controls 3 or more Attack Position monsters
- Observed: 13-archetype spread confirms generic removal accessibility; 1-copy-per-deck pattern indicates flex tech slot, not core synergy; 95.5% co-deck rate with Mirror Force confirms this is a conditional variant of established removal strategy; Zero combo appearances confirm no forward momentum or combo synergy
- Inferred: Trigger condition is narrow and rarely met in XYZ/Synchro metagames that favor protection over Attack Position beatdown; Material utility negligible; Normal Trap cannot be recycled or used in synchro/xyz chains; One-shot activation with no multi-turn value or recovery mechanism; Conditional soft removal less reliable than unconditional alternatives
- Data gaps: No combos supplied — combo conversion is text-only inference No guides supplied — role and context inferred from deck evidence and text parsing only No usage statistics (StatisticsCard) — archetype inclusion % derived from 22-deck sample only No banlist status — assumed unlimited 3 copies No game-state activation frequency — practical trigger frequency estimated from text and 90.9% XYZ/Synchro metagame composition






