Retort
Trap Counter

Retort

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When your opponent activates a Spell/Trap Card with the same name as one in your Graveyard: Negate the activation, and if you do, destroy that card. Then you can add 1 card with that name from your Graveyard to your hand.




 
 
AI Power Analysis
Negation/InteractionConfidence: MediumEvaluated Oct 5, 2026
40± 6/ 100
Power Score
Intrinsic 48
Deck 42

Retort — Power Evaluation

Final Score: 40 ± 6 · Confidence: Medium

  • Intrinsic: 48 · Deck: 42 · Meta: provisional
  • Primary role: Negation/Interaction · Secondary: Recovery/Recursion

Why it scores here

Retort delivers hard negation and destruction when your opponent activates a Spell/Trap matching one in your Graveyard, with optional recovery to hand. However, the condition is extremely narrow—requiring a duplicate card both in your deck and milled to your GY, plus the opponent activating that exact card—making this a pure meta-tech. Quality negation interactions are overshadowed by near-zero accessibility in most games and zero combo utility; the card sits inactive unless both players run the same Spell/Trap, a rare scenario outside mirror matches.

Axis scores

Axis Score Evidence
Accessibility 30 The trap requires a matching Spell/Trap to remain in your Graveyard when your opponent activates one with the identical name—a highly specific, unpredictable condition that rarely aligns outside mirror or identical-build matchups. (verified)
Combo & Conversion 25 Retort is purely reactive disruption incapable of driving combos or building boards; negation and destruction provide no tempo extension or resource generation. (verified)
Resource Economy 50 On activation, the card efficiently negates, destroys, and optionally recovers a duplicate for net advantage; however, the extreme condition rarity means this value almost never materializes. (inferred)
Effect & Interaction 75 Hard negation and guaranteed destruction provide strong, unambiguous interactions against opposing Spell/Trap activations, but only when the extremely specific condition—opponent activating a card matching one in your Graveyard—is met. (verified)
Material Utility 5 As a Counter Trap Card lacking level, attribute, or type synergy, Retort cannot serve as Synchro, Xyz, Fusion, or Link material, and no archetype context suggests alternative utility. (verified)
Resilience & Flexibility 35 Once set, the trap remains locked to a single narrow condition; if that condition never occurs, it becomes dead weight; no reuse, recovery, or fallback activations exist. (inferred)
Deck-Building Efficiency 40 Retort demands deck slots and requires you to run duplicate Spell/Trap cards solely to create the condition it monitors, making it a heavy meta-call with significant opportunity cost and low general utility. (verified)

Calculation

Weight profile: 0.7·Negation/Interaction + 0.3·Recovery/Recursion. Intrinsic ≈ 48, Deck ≈ 42, Meta = provisional. Modifiers: Extreme condition narrowness (-4). Final formula: 0.40·Intrinsic + 0.60·Deck (decks present, no combos/guides/stats)

Strengths

  • Hard negation and destruction when condition is met—strong, clean interaction.
  • Recovery effect adds back a duplicate spell/trap for resource efficiency.
  • Appears in three distinct archetypes (Chaos Phantom, Pendulum Magician, Dark Magician), indicating some cross-archetype awareness.
  • Clear card text with no errata or ruling ambiguity.

Weaknesses

  • Extremely narrow activation condition (opponent must activate a card matching one in your Graveyard).
  • Completely meta-dependent; only relevant if your meta runs cards you also run.
  • Dead weight in most games; condition may never be met.
  • Trap card with no level, attribute, or race—zero material utility if negated or destroyed.
  • No synergy with combo lines; purely reactive with no board-building capability.
  • Singleton in all recorded decks suggests limited confidence even in homes that run it.

Counters / choke points

  • Trap destruction effects (Heavy Storm, Cosmic Cyclone, Dust Tornado).
  • Hand traps that negate Trap Card activations (Impermanence, Effect Veiler against certain triggers).
  • Graveyard disruption (banishing or shuffling your cards before the condition can trigger).
  • Decks that run few spell/trap cards limiting your recovery targets.

Best use

Narrow meta-tech counter to shared spell/trap activations in mirror matches. Decks: Dark Magician mirror/matchup.

Evidence & gaps

  • Verified: Card text: negates opponent Spell/Trap activation matching one in your Graveyard, destroys it, optionally recovers a duplicate.; Appears in 3 decks, all as singleton in main deck.; Top partners are Dark Magician cards (Sorcerer of Dark Magic, Chaos Command Magician, Dark Magician Girl).; Counter Trap Card with no level, attribute, or race.; Legal in TCG, OCG, MasterDuel, and DuelLinks.
  • Observed: All 3 decks run it as 1 copy.; 3 distinct archetypes use it (Dark Magician, Pendulum Magician, Chaos Phantom).; Zero appearances in recorded combo boards.; No guide mentions.
  • Inferred: Negation + destruction provide high-quality interaction (≈75) when condition is met.; Extreme condition rarity (opponent runs same spell/trap) drastically limits accessibility (≈30).; Trap card has zero material utility when effect is negated or blanked.; Card is a pure meta-tech with no proactive combo value.; Success depends entirely on meta composition (both players running identical spell/trap cards).
  • Data gaps: No combos supplied—combo conversion is text-only inference. No guides supplied—no human context on actual deck role or strategy. No banlist token—assumed legal at 3 copies in all formats. No usage statistics (StatisticsCard)—inclusion % inferred from 3-deck sample only; very small sample size. No metagame snapshot—evaluation cannot account for actual frequency of shared spell/trap usage in target meta. Deck evidence is from 2023 only (March 2023); meta may have shifted significantly.











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