Red Zone
Trap Continuous

Red Zone

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When your opponent activates a card or effect while you control "Red Dragon Archfiend" or a Synchro Monster that mentions it: You can target 1 card on the field; destroy it. You can target 1 of your banished DARK Dragon Synchro Monsters; Special Summon it. You can only use each effect of "Red Zone" once per turn.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Oct 9, 2026
55± 7/ 100
Power Score
Intrinsic 53
Deck 57

Red Zone — Power Evaluation

Final Score: 55 ± 7 · Confidence: Medium

  • Intrinsic: 53 · Deck: 57 · Meta: provisional
  • Primary role: Removal · Secondary: Recovery/Recursion

Why it scores here

Red Zone converts one opponent activation into a targeted destruction and a Special Summon of a banished DARK Dragon Synchro, and as a Continuous Trap it can repeat each effect once per turn. Its value depends on Red Dragon Archfiend or a Synchro that mentions it being face-up, so it does not function as a standalone card. Its 400/400 deck presence confirms that it is a consistent fit in its homes, but that frequency is not evidence of raw power (guardrail 3), and the absence of combo data keeps the conversion score low.

Axis scores

Axis Score Evidence
Accessibility 45 Set as a Continuous Trap with no searcher or starter route in the evidence, and it is live only while its enabling monsters are on the field (inferred; deck inclusion is observed).
Combo & Conversion 35 No combo boards were supplied, and the card is not named in the CORE section's co-card list, so conversion beyond its own effect is inference only (inferred).
Resource Economy 62 One destruction plus a Special Summon from banishment, and the trap stays on the field for repeated once-per-turn use, which gives a repeated but conditional +1 (verified from text; repetition inferred).
Effect & Interaction 62 Targeted destruction triggered by any opponent activation while the condition holds; it is reactive and restricted to one board condition (verified from text).
Material Utility 5 Trap card with no body, so it cannot be material; the Special Summon target is a Synchro, not this card (verified from text).
Resilience & Flexibility 50 Persists on the field across turns with two effects, but it is vulnerable to backrow removal and to losing its enabling monsters (inferred).
Deck-Building Efficiency 60 Single-copy usage in 395 of 400 decks with no garnet or lock, but it requires a Red Dragon Archfiend or Synchro line (observed copy counts; restriction inferred).

Calculation

Weight profile: 0.7 Removal + 0.3 Recovery/Recursion. Intrinsic ≈ 53, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Two once-per-turn effects on a persistent Continuous Trap give repeated value after one set
  • Targeted destruction plus recursion of a banished DARK Dragon Synchro is a net-positive exchange when the condition holds
  • Single-copy, no-garnet slot that appears in 400 of 400 sampled decks

Weaknesses

  • Conditional on Red Dragon Archfiend or a mentioning Synchro being on the field
  • Reactive only: it needs the opponent to activate something
  • No combo or starter data, so its board impact is unmeasured
  • Backrow removal or loss of the enabling monsters removes its function

Counters / choke points

  • Opponent avoids activating cards or effects while the enabling monsters are face-up (inferred)
  • Backrow removal or destruction of Red Dragon Archfiend or the enabling Synchros (inferred)

Best use

Removal with recursion for Red Dragon Archfiend and Synchro lines. Decks: Archfiend, Resonator, Bystial/Byssted, Crimson Dragon. Suggested copies: 1.

Evidence & gaps

  • Verified: Text: destroys 1 targeted card when an opponent activates while Red Dragon Archfiend or a mentioning Synchro is controlled; Text: Special Summons 1 banished DARK Dragon Synchro; Text: each effect is once per turn; Legal in TCG, OCG and MasterDuel
  • Observed: Present in 400 of 400 sampled decks, mainly at 1 copy; Top partners include Crimson Gaia and Red Dragon Archfiend at 96% or higher; Inclusion in StatisticsCard rows: 100% for Crimson Dragon and Resonator (gameplay 4), 62.8% for Resonator (gameplay 7), 50% for Archfiend
  • Inferred: Repeatable value depends on the trap surviving on the field between turns; Its strength comes from its enabling line rather than from the card alone
  • Data gaps: no combos supplied; combo conversion is text-only inference no banlist token; assumed 3 copies (unlimited) deck sample is selected by CardId, so 400 of 400 inclusion is biased upward no searcher or tutor data for the Continuous Trap











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