Radiant Mirror Force
Trap Normal

Radiant Mirror Force

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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.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 5, 2026
52± 5/ 100
Power Score
Intrinsic 55
Deck 51

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











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