Trap
NormalReinforcements
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3101
Target 1 face-up monster on the field; it gains 500 ATK until the end of this turn.
Reinforcements — Power Evaluation
Final Score: 42 ± 6 · Confidence: Medium
- Intrinsic: 41 · Deck: 42 · Meta: provisional
- Primary role: Utility
Why it scores here
Reinforcements is a straightforward ATK-boost support card found consistently across beat-down and board-breaking decks like Greed, Hole, and Archfiend, where a 500-point boost can facilitate damage or favorable trades. However, its power is severely limited by zero opponent interaction (no removal, negation, or disruption), no resource generation, and extreme fragility—the effect vanishes if the boosted monster is removed before turn end. High accessibility from simple activation requirements is offset by a one-shot, context-dependent effect that generates no card advantage.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 75 | Trap card with no special search or setup requirements; runs in 44 decks at 2–3 copies, activatable whenever a face-up monster exists (verified: deck evidence, text). |
| Combo & Conversion | 15 | Zero combo data supplied; text shows no self-contained combo or board-building capability—requires a pre-existing monster and delivers only a 500 ATK buff (verified: zero combos, inferred: text). |
| Resource Economy | 20 | Pure slot cost with no card advantage, draw refuel, or graveyard resource generation; 1 card = 1 effect with no return (inferred: text). |
| Effect & Interaction | 5 | Provides zero opponent interaction, disruption, or removal; purely a self-buff with no negation, hand-trap reach, or defensive capability (verified: text). |
| Material Utility | 5 | Trap card cannot be used as material; even if the effect is negated, it contributes no game-piece value (verified: text). |
| Resilience & Flexibility | 25 | Single-turn, one-shot effect that disappears if the target monster is removed or destroyed before turn end; extremely vulnerable to opponent disruption (inferred: text). |
| Deck-Building Efficiency | 60 | No archetype locks or building restrictions; runs smoothly at 2–3 copies across 15 distinct archetypes, but only valuable in ATK-focused strategies (verified: deck evidence, inferred: text). |
Calculation
Weight profile: Default Utility role (no clear primary role fit). Intrinsic ≈ 41, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Simple, clear activation with no resource cost or setup requirement
- Splashable across 15 distinct archetypes and multiple gameplay types
- Efficient deck inclusion at 2–3 copies without bricking or garnet risk
Weaknesses
- Zero opponent interaction; provides no disruption, removal, or negation
- No card advantage or resource generation; pure slot cost
- Extremely fragile one-turn effect dependent on monster survival
- Modest 500 ATK boost easily countered by opponent's own interaction
- No combo synergy; purely reactive support with no deck-acceleration value
Counters / choke points
- Monster removal (bounce, destruction, banish)
- Trap negation or disruption (Trap Stun, Cipher Petal, hand traps)
- Direct ATK reduction or effect negation during the same turn
Best use
Conditional ATK support for decks relying on monster stats for damage or favorable trades. Decks: Greed, Hole, Archfiend, Legacy/older-format beat-down strategies. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: Target 1 face-up monster on the field; it gains 500 ATK until the end of this turn (card description); Appears in 44 decks, all main deck, 0 side deck (deck evidence); Runs 1 copy in 17 decks (38.6%), 3 copies in 27 decks (61.4%) (deck evidence); Top partners are board-breaking/removal cards: Dark Hole, Fissure, Raigeki, Trap Hole (all 81.8–84.1% co-occurrence) (deck evidence); Distinct archetypes: 15 different themes including Greed, Hole, Archfiend, Dragunity, Harpie (deck evidence); Appears in formats: TCG, OCG, MasterDuel, DuelLinks (card metadata)
- Observed: 68.2% of decks are gameplay type 6; 15.9% each gameplay types 4 and 7 (deck evidence); Heavy concentration in three archetypes (Greed 22.7%, Hole 20.5%, Archfiend 18.2%) suggests specialized role rather than generic staple (deck evidence); Co-occurrence with Monster Reborn in 97.7% of decks suggests combo or synergy across resurrection strategies (deck evidence)
- Inferred: Primary role classified as Utility because text does not align with Starter, Extender, Searcher, Hand Trap, Board Breaker, Removal, Negation, or Boss categories (text decomposition); 500 ATK boost likely used to facilitate monster trades or reach damage thresholds in Greed/Hole beat-down strategies (text + archetype context); Accessibility rated 75 due to straightforward activation (requires only a face-up monster) and universal deck inclusion (text + deck evidence); Combo conversion rated 15 due to zero self-contained combo value; card is entirely dependent on pre-existing board state (text-only inference); No multi-turn or recursive value; single-turn window limits strategic depth (text); Resilience fragility stems from dependence on monster survival and vulnerability to trap negation (text + interaction model)
- Data gaps: No combos supplied — combo conversion inferred from text only; no evidence of actual combo roles (starter/material/payoff) No guides supplied — human context on card's competitive role missing No banlist token — legal status assumed unlimited (3 copies) across all formats No usage statistics (StatisticsCard) — archetype inclusion % and typical copies derived from 44-deck sample only, not historical trends No metagame sample — meta power cannot be calculated; deck power is snapshot-dependent No recent tournament or replay data — deck evidence recency tops out at 2026-09-23






