Trap
NormalRed-Eyes Fang with Chain
Archetype:
Red-Eyes
View:
5913
Target 1 "Red-Eyes" monster you control; equip this card to it. It can make up to 2 attacks on monsters during each Battle Phase. You can send this Equip Card to the GY, then target 1 Effect Monster on the field; equip that target to the monster this card was equipped to, and if you do, while a monster is equipped to it by this effect, its ATK/DEF become equal to the original ATK/DEF of that equipped monster.
Red-Eyes Fang with Chain — Power Evaluation
Final Score: 49 ± 5 · Confidence: Medium
- Intrinsic: 51 · Deck: 52 · Meta: provisional
- Primary role: Extender · Secondary: Utility
Why it scores here
Red-Eyes Fang with Chain is a specialized equip support card that enhances Red-Eyes monsters with extra attacks and stat-copying utility. It appears consistently in Red-Eyes decks (51% inclusion, 1.16 avg copies) and shows up in high-quality combo boards (84.7 avg power index), though its exact role in those combos remains unclear from the evidence. The card provides pure offense with zero disruption or opponent interaction, limiting its power ceiling. It scores as a solid archetype-specific support card rather than a generalist powerhouse.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Requires a Red-Eyes monster in play to activate, and zero appearances as a combo starter show it is not independently accessible; however, Red-Eyes decks generate monsters reliably enough to support it (observed). |
| Combo & Conversion | 50 | Appears in all 3 recorded Red-Eyes boards with 84.7 average power index, but lacks an identified role in these combos, suggesting it enhances end boards rather than driving combo generation (observed). |
| Resource Economy | 55 | Costs zero resources to equip and gains value through stat copying, though the GY send cost for the secondary effect slightly offsets the benefit (inferred). |
| Effect & Interaction | 5 | Provides zero opponent interaction, negation, or disruption—it is purely an offensive board-enhancement tool with no defensive capability (verified). |
| Material Utility | 15 | Cannot serve as material for Fusion/Synchro/Xyz summons and has no special properties when negated or blanked as an equip trap (verified). |
| Resilience & Flexibility | 50 | Equip cards are vulnerable to destruction and removal, but the card's self-discard effect provides flexibility and enables multi-turn playability if the host monster survives (verified). |
| Deck-Building Efficiency | 65 | Red-Eyes-specific requirement limits universal splashability, but it plays at 1.16 copies with zero brick/lock risk in 51% of Red-Eyes decks (observed). |
Calculation
Weight profile: 0.7 Extender + 0.3 Utility blend. Intrinsic ≈ 51, Deck ≈ 52, Meta = provisional. Modifiers: Archetype-specific requirement (-2); Combo role ambiguity (-1). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Consistent support for Red-Eyes archetype with 51% inclusion rate
- Strong co-synergy with Red-Eyes core cards (95%+ with Black Metal Dragon and variants)
- Flexible self-discard effect enables multi-turn play and card hand optimization
- Low deckbuilding cost—plays at 1.16 copies with zero brick or lock risk
Weaknesses
- Zero opponent interaction or disruption—purely offensive board enhancement
- Cannot function as material for Fusion, Synchro, or Xyz summons
- Equip fragility—vulnerable to targeted destruction and removal
- Archetype-specific requirement limits cross-deck applicability
- Exact role in combo boards remains unclear despite high average power indices
Counters / choke points
- Equip removal effects (e.g., Harpie's Feather Duster, Cosmic Cyclone)
- Monster destruction while card is equipped
- Negation of the equip activation or stat-copy effect
Best use
Extender / Board enhancement. Decks: Red-Eyes. Suggested copies: 1.
Evidence & gaps
- Verified: Card is an equip trap requiring a Red-Eyes monster to activate; Grants targeted monster up to 2 attacks per Battle Phase; Secondary effect sends self to GY to equip target Effect Monster and copy original ATK/DEF; Legal in TCG, OCG, MasterDuel, and DuelLinks formats; Zero banlist restrictions (assumed unlimited copies); Zero identified role as combo starter, searched piece, or material (combo role is empty)
- Observed: 51% inclusion rate in Red-Eyes decks (204 of 400 main-deck inclusions); 1.16 average copies per deck (343 run 1, 50 run 2, 7 run 3); 400/400 main-deck, zero side-deck inclusions; Appears in 34 distinct archetypes across deck sample; Present in all 3 recorded Red-Eyes combo boards with 84.7 average power index; Top co-deck cards are Red-Eyes monsters at 92-95% co-occurrence rates; 2 guides mention it in Red-Eyes core support sections
- Inferred: Double-attack effect provides net advantage—equipping converts 1 card into +1 attack option; Stat-copying creates a cost-to-value tradeoff: −1 card (GY send) for board flexibility; Red-Eyes archetype tutoring density supports consistent activation despite archetype requirement; Equip fragility is a standard risk (destruction vulnerability), but card can proactively discard itself; Multi-turn play is feasible as long as the host monster survives to later turns
- Data gaps: Combo role remains unidentified despite 100% appearance in 3 combos (all combo role entries are empty) Limited combo sample (only 3 total boards recorded) Usage statistics sparse (only 2 archetypes tracked; broader deck sample shows 51% Red-Eyes inclusion) No ranked metagame data or top-card tournament performance No direct comparative analysis with other Red-Eyes support options (Max Metalmorph, Hieratic Seal, etc.)






