Remote Revenge
Trap Normal

Remote Revenge

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Activate only when a monster you control is targeted by a Spell, Trap, or Effect Monster's effect that destroys 1 monster on the field. Switch the target to an appropriate monster your opponent controls.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 5, 2026
50± 7/ 100
Power Score
Intrinsic 51
Deck 49

Remote Revenge — Power Evaluation

Final Score: 50 ± 7 · Confidence: Medium

  • Intrinsic: 51 · Deck: 49 · Meta: provisional
  • Primary role: Removal / Negation

Why it scores here

Remote Revenge redirects opponent destruction effects cleanly to their own monsters, functioning as a defensive trap tech that avoids negative trades. Its effect interaction is strong when it resolves, but accessibility is severely gated by the narrow activation condition—opponent must target your monster with a specific 1-monster destruction effect. Without combo amplification or resource generation, it scores as a situational meta-dependent utility piece, appearing in 7 Synchro decks (57% of Crimson Dragon sample) but providing neither board progression nor card advantage.

Axis scores

Axis Score Evidence
Accessibility 35 Trap card with no search support; activation requires opponent to target your monster with a destruction effect, making it dead when no such threats exist. (Verified)
Combo & Conversion 5 Reactive trap that does not initiate or extend combos; resolves only when triggered externally with no board progression. (Verified)
Resource Economy 50 Converts opponent's destruction targeting into opponent's monster destruction, achieving parity; saves your piece but generates zero net card advantage. (Inferred)
Effect & Interaction 70 Redirects destruction effects from Spells, Traps, and Effect Monsters cleanly; hard to play around once activated but scope is limited to 1-monster destruction only. (Verified)
Material Utility 0 Trap spell with no monster body or name synergy; contributes nothing as material or engine support. (Verified)
Resilience & Flexibility 40 Only functions when opponent initiates a specific destruction targeting; entirely reactive, single-use per trigger, and cannot be applied proactively across turns. (Inferred)
Deck-Building Efficiency 65 Clean 1-of slot with no brick or lock risk; niche meta tech that fits defensively into Synchro shells without requiring specific support infrastructure. (Observed)

Calculation

Weight profile: Removal / Negation (board breaker / going-second). Intrinsic ≈ 51, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Redirects destruction effects to opponent's monsters with no trade
  • Works against diverse effect sources (Spells, Traps, Effect Monsters)
  • Hard to play around once activated
  • Clean 1-of that avoids brick/lock risk

Weaknesses

  • Narrow trigger condition (destruction of exactly 1 monster) limits activation frequency
  • Provides no card advantage or board presence
  • Entirely reactive; cannot be used proactively
  • No search support; vulnerable to hand disruption
  • Ineffective against non-destruction removal (bounce, banish, tribute)

Counters / choke points

  • Non-destruction removal (Swordsoul Strategist Longyuan, Karakuri Synchro into bounces)
  • Negation of trap activation (Ash Blossom & Joyous Spring, Effect Veiler on activation)
  • Decks that use non-destruction interaction

Best use

Meta-dependent defensive trap tech. Decks: Crimson Dragon, Synchron, Magician Girls. Suggested copies: 1.

Evidence & gaps

  • Verified: Activates only when player's monster is targeted by a Spell, Trap, or Effect Monster's destruction effect; Redirects that destruction targeting to an appropriate opponent monster; Appears in 7 decks across three archetypes (Aug 2025 – Sep 2026); All 7 decks run exactly 1 copy in main deck; Distribution: Crimson Dragon 57.1%, Synchron 28.6%, Magician Girls 14.3%
  • Observed: Top partner cards are Synchron tuners and bodies (Tuning, Nitro Synchron, Road Synchron, etc.); All 7 decks are Gameplay Type 7 (Synchro-focused); Card appears in defensive Synchro shells, not combo-centric decks
  • Inferred: Designed as defensive tech to protect key Synchro monsters from destruction in mirrors or destruction-heavy metas; Activation vulnerability makes it dead against non-destruction removal; Lack of search support increases exposure to hand disruption (Ash Blossom, etc.); Niche meta pick rather than core archetype engine piece
  • Data gaps: No combo data supplied — cannot verify board progression or power index impact No guide mentions — meta context and stated roles not corroborated No usage statistics (StatisticsCard) — archetype inclusion rates inferred from small 7-deck sample No banlist information — assumed 3 copies (unlimited) in all formats Card image/rulings unknown — interactions with similar effects not verified











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