Rebellion
Spell Quick

Rebellion

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During either player's Battle Phase: Target 1 monster your opponent controls; take control of it until the end of the Battle Phase, also other monsters you control cannot attack for the rest of this turn. You can only activate 1 "Rebellion" per turn.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 6, 2026
49± 8/ 100
Power Score
Intrinsic 50
Deck 48

Rebellion — Power Evaluation

Final Score: 49 ± 8 · Confidence: Medium

  • Intrinsic: 50 · Deck: 48 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Removal, Negation/Interaction

Why it scores here

Rebellion is a reactive battle-phase control spell that temporarily removes an opponent's threat through theft rather than destruction. While its effect interaction is solid for going-second strategies, the card lacks combo synergy, provides no card advantage, and remains fundamentally situational due to its strict timing requirement. It functions as a narrow tech choice rather than a cornerstone piece, limiting its power expression and consistency across decks.

Axis scores

Axis Score Evidence
Accessibility 40 Quick-Play spells activate on demand, but only 5 decks in the sample run this card at 1.2 average copies, suggesting limited inclusion as a niche tech (observed).
Combo & Conversion 25 Zero combo appearances in the evidence indicates this is a reactive effect with no combo-building capability, inferred from the card's battle-phase timing and one-time nature (inferred).
Resource Economy 45 The card provides one-time tempo swing but generates no card advantage, with the drawback that other monsters cannot attack that turn, resulting in roughly even resource exchange (inferred).
Effect & Interaction 55 Activates during either player's Battle Phase to steal an opponent's monster, providing disruptive interaction, though effectiveness is limited to turns where the opponent attacks (verified).
Material Utility 5 As a Spell Card with no effect text when negated, it provides zero value as Synchro, Xyz, Link material, or any other material type (verified).
Resilience & Flexibility 50 Once-per-turn Quick-Play activation means the card resolves its effect once and is spent for the turn, with no recovery or multi-turn presence, though activation timing itself is flexible (verified).
Deck-Building Efficiency 65 Occupies a single spell slot with no synergistic deck requirements or locks, and 1.2 average copies suggest it is not a mandatory inclusion but rather a flexible tech option (observed).

Calculation

Weight profile: Board breaker / Going-second (primary role only). Intrinsic ≈ 50, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent)

Strengths

  • Hand-trap-like timing activation on opponent's Battle Phase
  • Steals threatening monsters rather than destroying them
  • Works in multiple deck archetypes as a flexible tech slot
  • No setup or synergy requirements

Weaknesses

  • Strictly limited to Battle Phase activation
  • No card advantage generation
  • Restricts own monster attacks when used
  • Situational effectiveness dependent on opponent's strategy
  • Zero combo integration or synergy

Counters / choke points

  • Monsters that do not attack (control-heavy strategies)
  • Decks without significant Battle Phase presence
  • Chain-blocking effects (negation during activation)

Best use

Going-second tech for disrupting aggressive strategies. Decks: Generic decks, Sky Striker. Suggested copies: 1.

Evidence & gaps

  • Verified: Card is a Quick-Play Spell that steals opponent's monster during Battle Phase; Restricts other controlled monsters from attacking for the remainder of the turn; Limited to one activation per turn; Appears in 5 recent decks (all maindeck) across 3 distinct archetypes; Top partners include Reinforcement of the Army (60% of decks) and Accesscode Talker (40%)
  • Observed: Average 1.2 copies per deck in the sample; 60% of occurrences in generic/untyped decks; 20% in Sky Striker decks; Appears alongside various generic tech and staple cards
  • Inferred: Quick-Play timing provides hand-trap-like reactivity; Battle Phase restriction severely limits situational applicability; Spell card type offers no material utility value; One-time effect with no recursion or flexibility; Requires no deck synergy or setup to function
  • Data gaps: No combo evidence to assess integration into combo lines or starters No guide mentions to provide context on role in specific archetypes Small deck sample size (5) may not be fully representative No archetype-level usage statistics to confirm consistency of inclusion Banlist status unknown (assumed unlimited)











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