Resonant Destruction
Spell Continuous

Resonant Destruction

  • Archetype:
  • Resonator

  • View:
  • 3915




Each time a "Resonator" monster(s) is sent to the Graveyard as a Synchro Material: Target 1 card your opponent controls; destroy that target. Destroy this card during your 2nd End Phase after activation.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 5, 2026
55± 5/ 100
Power Score
Intrinsic 58
Deck 57

Resonant Destruction — Power Evaluation

Final Score: 55 ± 5 · Confidence: Medium

  • Intrinsic: 58 · Deck: 57 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Utility

Why it scores here

Resonant Destruction provides flexible removal in Resonator decks by triggering once per Resonator Synchro summon, but it generates no card advantage and is bound by a strict 2-turn lifespan before self-destructing. While the 83 decks running it (31.3% in Resonator, 20.5% in Archfiend) confirm relevance in dedicated homes, the 1.31 average copies and lack of combo evidence suggest it functions as a consistent tech rather than a power multiplier. The removal effect is solid but not forcing—opponents can rotate or dodge it—and the trigger dependency on Synchro summons limits independent value generation.

Axis scores

Axis Score Evidence
Accessibility 62 Reliably accessible in dedicated Resonator decks where Synchro summons drive the gameplan, but requires drawing and setting up before plays occur. (inferred)
Combo & Conversion 55 No combo evidence supplied; text suggests 2–3 removals across a 2-turn window, but practical board impact and interaction depth remain unconfirmed. (inferred)
Resource Economy 45 Generates zero card advantage, trading destruction for Synchros that would occur anyway; limited by mandatory 2-turn self-destruct timer. (verified)
Effect & Interaction 60 Provides hard removal with flexible targeting of any opponent card, but is not forcing and opponents can dodge via rotation or protection. (verified)
Material Utility 35 Spell card with minimal material utility; not typically used as Synchro, Fusion, Xyz, or Link material in its primary Resonator homes. (inferred)
Resilience & Flexibility 40 Vulnerable on-field to spell destruction and subject to mandatory self-destruct on your 2nd End Phase after activation; dependent on Synchro summons triggering effects. (verified)
Deck-Building Efficiency 70 Clean integration into existing Resonator structures; average 1.31 copies suggests a consistent but optional tech slot, not an essential inclusion. (observed)

Calculation

Weight profile: Primary role Removal / Negation. Intrinsic ≈ 58, Deck ≈ 57, Meta = provisional. Modifiers: Self-limiting timer (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Flexible removal targeting any opponent card
  • Consistent access in dedicated Resonator decks where Synchro summons are the primary gameplan
  • Hard removal (difficult for opponents to recover from)
  • Low deck-building cost when included in existing Resonator structures (1–2 slots)

Weaknesses

  • No card advantage generation—destruction is a trade, not a +1
  • Self-limiting 2-turn window constrains total impact across a game
  • Entirely dependent on Resonator Synchro summons occurring; provides no independent value
  • Opponents can play around removal via rotation, protection, or prioritizing threats that resolve before this
  • Average 1.31 copies per deck suggests optional consistency tech rather than essential inclusion
  • Zero combo evidence—practical synergy depth with broader combo lines unknown

Counters / choke points

  • Spell destruction (MST, Evenly Matched, etc.) removes it before it triggers
  • Negation or prohibition of Resonator Synchro summons stops all triggers
  • Rotation or protection effects on opponent cards dodge the targeted removal
  • Decks minimizing Synchro summons reduce trigger frequency

Best use

Flexible removal in Synchro-heavy strategies. Decks: Resonator, Archfiend.

Evidence & gaps

  • Verified: Card text is clear: triggers on Resonator Synchro Material summons, targets and destroys one opponent card, self-destructs on 2nd End Phase after activation; Running in 83 decks across 19 distinct archetypes; Resonator archetype is primary home: 31.3% of sample (26 decks); Archfiend archetype is secondary home: 20.5% of sample (17 decks); Top co-partner is Resonator Call at 98.8% overlap (82 of 83 same decks); Hard removal effect that targets any opponent card type
  • Observed: Average 1.31 copies per deck (60 decks at 1 copy, 20 at 2, 3 at 3); Appears across 19 distinct archetypes, indicating some cross-archetype reach; Primary gameplay strategy is first-turn-focused (55.4% of decks use gameplay type 7)
  • Inferred: Synchro-dependent trigger limits independent value—no inherent activation cost, but requires Resonator Synchros occurring; Each Resonator Synchro produces one destruction, suggesting 1–3 removals per game depending on Synchro volume; Removal without card advantage—destruction is a 1:1 trade in tempo, not a net gain; 2-turn lifespan constrains maximum removal windows to 1–2 activation turns before self-destruct; Accessibility within dedicated Resonator decks is high, but tech inclusion in unrelated archetypes is lower-value
  • Data gaps: No combos supplied—combo conversion and practical board impact are text-only inferences, not measured No banlist token in evidence—assumed 3 copies available (unlimited) No usage statistics (StatisticsCard rows)—archetype inclusion percentages inferred from 83-deck sample only, not long-term historical inclusion Card evaluation run lacks competitive tournament or metagame context—cannot measure how the removal interacts with top-tier strategies











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