Trap
ContinuousRemove Brainwashing
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4275
The control of all monsters on the field returns to the owners.
Remove Brainwashing — Power Evaluation
Final Score: 52 ± 5 · Confidence: Medium
- Intrinsic: 54 · Deck: 55 · Meta: provisional
- Primary role: Removal · Secondary: Control, Utility
Why it scores here
Remove Brainwashing is a situational control tech that converts stolen or controlled monsters back to their owners—a niche but real role in Kaiju decks and control strategies. The card offers moderate defensive utility across 16 distinct archetypes, anchored by strong synergy with Kaiju monsters (65.6% co-deck with Jizukiru). It generates no card advantage, relies on specific board states to activate effectively, and cannot be leveraged as combo fuel (zero combo appearances recorded). Its power derives from deck-building flexibility and accessibility in specific archetypes rather than inherent card strength.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Runs at 2.09 copies per deck across 32 decks and is included in 16 distinct archetypes, indicating solid accessibility in control-focused homes; however, it is not tutored or hand-trapped and requires a specific board state to activate optimally. (observed) |
| Combo & Conversion | 35 | Zero combo appearances recorded; as a Continuous Trap, it does not generate value or build boards—it resets field control states only. (verified) |
| Resource Economy | 45 | It is a pure -1 card advantage on resolution, returning control without compensation; situational multiturnal presence as a Continuous Trap provides limited refuel or recursion. (inferred) |
| Effect & Interaction | 55 | Removes control effects from the field, providing situational disruption against mind-control-reliant decks; however, it does not destroy, negate, or banish and only resets existing control states. (verified) |
| Material Utility | 0 | Trap Cards cannot serve as Synchro, Fusion, Xyz, or Link material; effect-negated, it remains inert on the field. (verified) |
| Resilience & Flexibility | 50 | Continuous Trap persistence across turns provides multiturnal utility, but it is vulnerable to standard backrow removal and becomes a dead card if no controlled monsters remain on field. (inferred) |
| Deck-Building Efficiency | 65 | Zero deck-locking or garnet risk; runs cleanly as a 2-3 copy tech in archetypes with control synergy (especially Kaiju), with no restrictive deckbuilding cost. (observed) |
Calculation
Weight profile: Primary role: Removal. Intrinsic ≈ 54, Deck ≈ 55, Meta = provisional. Modifiers: Situational/Conditional Effect (-2). Final formula: 0.40*Intrinsic + 0.60*Deck - 2 (situational modifier)
Strengths
- Strong synergy in Kaiju decks (65.6% co-deck with Jizukiru)
- Accessible across 16 distinct archetypes, confirming multi-archetype viability
- Clean deckbuilding—no garnet or locking risk
- Continuous Trap persistence allows multiturnal utility
- Runs at viable copy count (2.09 avg) with no redundancy penalty
Weaknesses
- Zero combo synergy; not a combo starter, extender, or payoff piece
- Purely reactive and situational—only activates in specific board states
- No card advantage or resource generation
- Vulnerable to backrow removal (Harpie's Feather Duster, Twin Twisters, etc.)
- Becomes a dead card if control setup is disrupted or doesn't exist
Counters / choke points
- Harpie's Feather Duster (destroys backrow)
- Twin Twisters (destroys backrow)
- Cosmic Cyclone (banishes backrow)
- Mystical Space Typhoon (destroys backrow)
- Decks that do not abuse control effects
Best use
Defensive tech against control-focused opponents; situational board reset in Kaiju mirrors. Decks: Kaiju, Harpie, Blue-Eyes, Control decks with mind-control synergy. Suggested copies: 2.
Evidence & gaps
- Verified: Card text is simple and unambiguous: returns all monster control to owners; Trap Card type: cannot be used as Synchro/Fusion/Xyz/Link material; Zero combo appearances across recorded boards; Runs at 2.09 copies per deck average across 32 decks (observed deck inclusion pattern); Kaiju appears in ~31% of recorded decks (10/32)
- Observed: 65.6% co-deck rate with Jizukiru confirms strong Kaiju archetype synergy; Appears across 16 distinct archetypes, confirming multi-archetype viability beyond Kaiju-only; 50% co-deck with Owner's Seal suggests it is part of Kaiju's control-reset defensive toolkit; No guides provided means no human context on optimal deployment
- Inferred: As a Continuous Trap, it persists across multiple turns once resolved, providing potential multiturnal utility; Card only activates when a player controls the other's monsters—a specific, situational condition; No combination with other cards to generate additional value suggests it is a standalone tech, not a combo piece; Deckbuilding cost is low: no locks, no restrictions, no brick risk when in opening hand
- Data gaps: No combos supplied — combo conversion is text-only inference; cannot verify if it extends synergy lines No guides supplied — human strategy context unavailable No banlist token — assumed 3 copies (unlimited) across all formats No usage statistics (StatisticsCard) — archetype inclusion % and historical consistency inferred from deck sample only No top-card ranking — cannot verify meta prominence or competitive performance






