Revenge Rally
Trap Normal

Revenge Rally

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Target 1 face-up monster your opponent controls; equip this card to that target. It gains 500 ATK/DEF. If this card is sent to the GY because the equipped monster has left the field: Draw 1 card, or if you activated this card this turn, draw 2 cards then discard 1 card, instead. You can only use this effect of "Revenge Rally" once per turn.




 
 
AI Power Analysis
Recovery / RecursionConfidence: Medium
53± 5/ 100
Power Score
Intrinsic 48
Deck 57

Revenge Rally — Power Evaluation

Final Score: 53 ± 5 · Confidence: Medium

  • Intrinsic: 48 · Deck: 57 · Meta: provisional
  • Primary role: Recovery / Recursion · Secondary: Utility

Why it scores here

Revenge Rally generates +1 card advantage per turn in decks that naturally remove opponent's monsters, earning its place in Dark World and Danger! strategies. The +500 ATK/DEF bonus contributes no strategic value. Its ease of inclusion (2–3 copies, zero deck cost) is offset by its purely reactive nature and complete dependence on opponent's board removal decisions.

Axis scores

Axis Score Evidence
Accessibility 70 Runs at avg 2.32 copies across 68 Dark World and Danger! decks, showing it is easy to include despite requiring opponent's face-up monsters to activate (verified)
Combo & Conversion 20 Text-only analysis shows no multi-card combo generation; it triggers passively when equipped monster leaves field, generating single draws rather than board building (verified)
Resource Economy 65 Generates +1 net card advantage (draw 1, or draw 2 discard 1 if activated this turn), with once-per-turn limitation capping its efficiency (verified)
Effect & Interaction 15 Provides no negation, removal, or disruption—merely adds 500 ATK/DEF and generates card draw, making it purely reactive rather than interactive (verified)
Material Utility 5 As a trap card with no special material properties or payoff when negated, it has minimal value as combo material (inferred)
Resilience & Flexibility 35 Depends entirely on opponent's choice to remove equipped monster; once set it cannot adapt to changing board states, creating fragility (inferred)
Deck-Building Efficiency 75 Splashable with zero deck restrictions or locks, running at 2–3 copies without brick risk across multiple archetypes (verified)

Calculation

Weight profile: Primary role: Recovery / Recursion. Intrinsic ≈ 48, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Consistent +1 card advantage per activation with clear, non-fiddly timing
  • Zero deck cost—splashable at 2–3 copies without branching restrictions
  • Synergizes strongly with Dark World's discard and removal strategies (100% Muckraker partnership)
  • Works across three archetypes (Dark World, Danger!, Labrynth) confirming portability

Weaknesses

  • Offers no disruption or interaction; purely reactive and advantage-focused
  • Requires opponent to remove equipped monster—unreliable trigger in certain matchups
  • Once-per-turn limitation caps ceiling to +1 card per turn maximum
  • Trap timing makes it dependent on opponent's board management decisions
  • Fragile against effects that banish or shuffle monsters instead of sending to GY
  • Dead card if opponent avoids removing the equipped monster

Counters / choke points

  • Trap removal (Night Beam, Mystical Space Typhoon)
  • Effects that banish monsters instead of sending to GY
  • Cards that prevent equipped monster from leaving field
  • Decks with few target-able face-up monsters

Best use

Resource generation through field disruption in discard-heavy strategies. Decks: Dark World, Danger!. Suggested copies: 2.

Evidence & gaps

  • Verified: Revenge Rally appears in 68 decks (Dark World 47, Danger! 19, Labrynth 2) across TCG, OCG, and MasterDuel formats; Runs at average 2.32 copies per deck with distribution heavily favoring 2–3 copies; Muckraker From the Underworld is 100% co-deck partner; core Dark World cards at ~97.1%; Card text: equip to opponent's face-up monster, grant +500 ATK/DEF, draw 1–2 cards when equipped monster leaves field, HOPT
  • Observed: Most common in Dark World archetype (69.1% of observed decks), secondary in Danger! (27.9%); Partnership density with Dark World core cards suggests central role in archetype strategy; 2–3 copy distribution indicates consistent inclusion without flex slots
  • Inferred: Generates +1 net card advantage per activation (draw 1 normally, or draw 2 discard 1 if activated this turn); No disruption value; purely a resource-generation and card-advantage engine; Most valuable when paired with decks that naturally remove opponent's monsters (Dark World, Danger!); Requires opponent's board state (face-up monsters) and opponent's removal decisions to generate value
  • Data gaps: No combos supplied—combo conversion is text-only inference without board evidence No guides supplied—human strategy and synergy context absent No banlist token—assumed unlimited (3 copies per format) No usage statistics (StatisticsCard)—archetype inclusion % inferred from 68-deck sample only











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