Trap
NormalReally Eternal Rest
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1081
Destroy all monsters equipped with an Equip Card(s).
Really Eternal Rest — Power Evaluation
Final Score: 45 ± 7 · Confidence: Medium
- Intrinsic: 43 · Deck: 47 · Meta: provisional
- Primary role: Removal
Why it scores here
Really Eternal Rest is a niche removal trap that destroys monsters equipped with Equip Cards, making it valuable in equip-heavy strategies like Inzektors but dead weight against other matchups. The card generates no card advantage and appears in no recorded combos, limiting its conversion power. Its utility depends entirely on meta matchups and the opponent's choice to equip, making it a risky main-deck tech rather than a flexible staple.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | As a trap card requiring setup and facing a conditional target (equipped monsters), it has low accessibility with 11 decks running it primarily in Inzektor (5/11) and scattered tech slots elsewhere (observed). |
| Combo & Conversion | 15 | The card appears in zero recorded combo boards and generates no board-building value on its own, limiting combo conversion to pure opponent board disruption (observed). |
| Resource Economy | 40 | It destroys one or more equipped monsters, offering situational card advantage of roughly +1 to +2, but requires setup and leaves vulnerable trap slots (inferred). |
| Effect & Interaction | 50 | Against equip-heavy decks like Inzektors, it provides strong removal; against non-equip strategies, it is 0 interaction, making it highly matchup-dependent (observed via archetype distribution). |
| Material Utility | 5 | As a trap card, Really Eternal Rest has no material value and cannot be used as Synchro, Xyz, or Fusion material even when effect-negated (verified via card type). |
| Resilience & Flexibility | 55 | Once set, it is resistant to negation but vulnerable to trap disruption (MST, Typhoon); it is a one-shot effect with limited recurring value across turns (inferred from trap mechanics). |
| Deck-Building Efficiency | 35 | The card appears only in main decks (0 side-deck plays) across 6 distinct archetypes with highest concentration in Inzektors (45%), indicating it is a meta-call tech that bricks against non-equip matchups (observed). |
Calculation
Weight profile: Removal / Negation role. Intrinsic ≈ 43, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Targeted removal against equip-heavy strategies (Inzektors)
- Destroys multiple equipped monsters from a single card
- No inherent once-per-turn restriction
- Established home in 45% of sample decks (Inzektor archetype)
Weaknesses
- Completely ineffective against non-equip strategies
- Requires setup (setting before opponent's turn)
- Opponents can mitigate by choosing not to equip
- No card advantage generation; pure disruption
- Zero combo synergy; no recorded appearances in combo boards
- Vulnerable to trap disruption (MST, Typhoon)
Counters / choke points
- Mystical Space Typhoon and other trap disruption
- Deck-building strategies that avoid equip mechanics
- Cards that prevent monster destruction or negate traps
Best use
Meta-call removal tech against equip-heavy matchups. Decks: Inzektor. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: 'Destroy all monsters equipped with an Equip Card(s)'; Played in 11 decks across 6 distinct archetypes; Inzektor is primary home (5/11 decks, 45.5%); Trap card type (no material value); Unlimited copies assumed (no ban restrictions in evidence)
- Observed: Average 2 copies per deck; distribution: 1-copy (2 decks), 2-copy (7 decks), 3-copy (2 decks); Only main-deck plays (0 side-deck inclusions); Co-deck partners are generic staples (81.8% share Monster Reborn, Pot of Duality, etc.); Appears in Inzektor (45.5%), Black Luster Soldier (18.2%), and four other archetypes (9.1% each); Zero appearances in any recorded combo boards
- Inferred: Effect is conditional; opponents can mitigate by not equipping monsters; Trap card format requires setup before activation; Against non-equip decks, the card is completely dead; Scattered presence in non-equip archetypes suggests meta-calling or possible data quality variance; Vulnerable to trap disruption (MST, Typhoon); One-shot effect; no recurring or multi-turn value
- Data gaps: No combos supplied — combo conversion is text-only inference No guides supplied — no human context on card role No banlist token — assumed 3 copies unlimited Usage statistics show 100% inclusion in Ally of Justice (non-equip archetype), conflicting with 1-deck deck evidence sample — possible format or time mismatch No explanation for presence in non-equip archetypes (BLS, Heroic, Cubic, Burning Abyss)






