Raider's Unbreakable Mind
Trap Continuous

Raider's Unbreakable Mind

  • Archetype:
  • Phantom Knights

  • View:
  • 4898




(This card is always treated as a "The Phantom Knights" and "Raidraptor" card.) If you Xyz Summon using a DARK Xyz Monster as material: You can target 1 card on the field; destroy it. If this face-up card in the Spell & Trap Zone is destroyed by a card effect: You can Set 1 "Rank-Up-Magic" Spell directly from your Deck or GY. You can only use each effect of "Raider's Unbreakable Mind" once per turn.




 
 
AI Power Analysis
Combo enablerConfidence: Medium
56± 4/ 100
Power Score
Intrinsic 55
Deck 58

Raider's Unbreakable Mind — Power Evaluation

Final Score: 56 ± 4 · Confidence: Medium

  • Intrinsic: 55 · Deck: 58 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Recovery/Recursion, Utility

Why it scores here

Raider's Unbreakable Mind is a supporting trap that enables Raidraptor and Phantom Knights combo lines through efficient resource tutoring and situational board disruption. Its primary value lies in recovering Rank-Up-Magic spells when destroyed, fueling multi-turn combo sequences rather than generating immediate advantage. The card's presence in 93 recent competitive decks and its appearance in the 80-power Dark Requiem Turbo combo confirm practical accessibility and synergy within its archetypal homes, but its narrow role as a trap-based enabler—not a starter, not a primary payoff—limits its ceiling to mid-range power.

Axis scores

Axis Score Evidence
Accessibility 52 Run at 1–2 copies in 93 decks with 91.4% co-inclusion of Raider's Knight, and played across 21 distinct archetypes via dual Phantom Knights/Raidraptor typing. (observed)
Combo & Conversion 45 Does not ignite combos solo; sits in the S/T zone as a support piece that tutors follow-up Rank-Up-Magic when destroyed, anchoring the Dark Requiem Turbo combo's +3 resource economy. (inferred)
Resource Economy 60 Second effect tutors Rank-Up-Magic with no cost when destroyed; first effect destroys a field card, combining reactive removal with efficient resource recovery. (verified)
Effect & Interaction 38 Provides targeted board destruction but lacks negation or hand-trap reach, offering soft opponent interaction suited for combo support rather than hard control. (inferred)
Material Utility 28 Continuous Trap with 0 ATK/DEF cannot serve as synchro/link/fusion material, though dual archetype typing satisfies name-based deck requirements. (verified)
Resilience & Flexibility 55 Continuous traps persist on field across turns; this card gains value when destroyed (tutors Rank-Up-Magic), building in resilience—though trap removal is common in competitive play. (inferred)
Deck-Building Efficiency 70 Minimal slot cost (1 card), run at only 1–2 copies with no self-locks or severe garnets, and splashable across 21 archetypes without deckbuilding strain. (observed)

Calculation

Weight profile: 0.7 Combo enabler + 0.3 Recovery/Recursion. Intrinsic ≈ 55, Deck ≈ 58, Meta = provisional. Modifiers: Thin combo evidence (-2); Dual-typing splashability (1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Efficient tutoring of Rank-Up-Magic with no cost when destroyed, generating resource recovery in multi-turn lines
  • Dual Phantom Knights/Raidraptor typing enables splashability and archetype name satisfaction across 21 distinct decks
  • High co-inclusion rate (91.4%) with Raider's Knight and other archetype staples confirms strong synergy within primary homes
  • Minimal slot cost and no self-locks or severe garnets make it a clean deckbuilding addition

Weaknesses

  • Trap card status limits accessibility compared to monster-based combo pieces; relies on draw or intentional destruction to activate
  • Does not spark combos independently; functions only as a supporting piece in established lines
  • Destruction-based tutoring is reactive rather than proactive, requiring specific board conditions to generate value
  • Material utility is severely limited due to 0 ATK/DEF and trap card type; cannot serve as synchro/link/fusion material
  • Lacks negation or hand-trap interaction; only provides soft board removal via first effect

Counters / choke points

  • Trap removal effects (Harpie's Feather Duster, Cosmic Cyclone, Twin Twisters) disable both effects
  • Spell/Trap negation (Red Reboot, Solemn Judgment) prevents activation
  • Formats where Rank-Up-Magic is weak or unavailable reduce the tutoring effect's value

Best use

Support trap that recovers Rank-Up-Magic when destroyed and provides situational board disruption. Decks: Raidraptor, Phantom Knights, Raidraptor Phantom Knights hybrid. Suggested copies: 1.

Evidence & gaps

  • Verified: Card is always treated as 'The Phantom Knights' and 'Raidraptor' card (from card text); First effect: destroy 1 field card when Xyz Summon with DARK Xyz material (from card text); Second effect: tutor 1 Rank-Up-Magic from Deck or GY when destroyed by card effect (from card text); Once-per-turn clause applies to both effects (from card text); Present in 4 formats: TCG, OCG, MasterDuel, DuelLinks (from card.formats); No banlist restriction; assumed unlimited 3-copy play (from data_gaps)
  • Observed: Run in 93 recent competitive decks with 1.22 copies per deck on average (93 decks, distribution 73×1 + 20×2); 49.5% of decks are primary Raidraptor/Phantom Knights homes (24+22 of 93); Appears in 100% of 1 recorded combo (Dark Requiem Turbo, power index 80); Raider's Knight co-deck rate 91.4% (strongest synergy signal); Rank-Up-Magic Force co-deck rate 88.2%, Arc Rebellion Xyz Dragon 79.6%, Strangle Lanius 68.8%; Played across 21 distinct archetypes despite primary concentration in 2 homes; Dark Requiem Turbo combo produces 2 end monsters, 2 boss monsters, 1 face-down S/T, net +3 card advantage with 1 starter
  • Inferred: Card functions as combo enabler by tutoring Rank-Up-Magic when destroyed in multi-turn lines (from text + Dark Requiem Turbo combo structure); Dual typing enables partial splashability in non-primary homes (supports 21 archetypes despite core Raidraptor/Phantom Knights focus); First effect provides situational board control but is not a primary source of tempo or advantage (destruction alone is not value); Once-per-turn limit constrains activation frequency to maximum 2 effects per turn (1 destruction, 1 tutoring); Trap card status limits combo ignition capacity; acts as a support piece rather than a starter or payoff (zero appearances as starter/payoff in recorded combos)
  • Data gaps: No usage statistics (StatisticsCard table) — archetype inclusion % inferred from 93-deck sample only; may not reflect longer-term metagame trends Combo evidence is extremely thin — only 1 combo recorded makes it impossible to assess consistency of role and power across different lines Exact role within the Dark Requiem Turbo combo is not explicit (not recorded as starter, searched, material, or payoff) — must infer from board context No guide-level detail on activation sequencing or niche interactions — only 1 guide mention in support section No ruling clarifications or interaction edge cases documented











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