Trap
NormalReverse Trap
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6587
Until the End Phase, all effects that add or subtract ATK or DEF are reversed. (Additions now subtract, and subtractions now add, instead. Multiplications and divisions, including halving/doubling, are not affected.)
Reverse Trap — Power Evaluation
Final Score: 37 ± 6 · Confidence: Medium
- Intrinsic: 44 · Deck: 38 · Meta: provisional
- Primary role: Floodgate / Control
Why it scores here
Reverse Trap is a narrowly-scoped defensive trap that reverses opponent ATK/DEF modifications until End Phase. While it plays generically across six distinct archetypes, its effect is highly situational—only disrupting strategies that use ATK/DEF additions/subtractions, leaving multiplications and divisions unaffected. The one-turn window, absence of resource generation, and dead-card potential in many matchups prevent higher scoring despite clean deckbuilding efficiency and Spell Speed 3 reactivity.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 25 | Unsearchable trap requiring natural draw and opponent ATK/DEF modification trigger; scattered across 6 decks with no archetype concentration (observed). |
| Combo & Conversion | 8 | Card text generates no combo, resource advantage, or board extension; zero combo board appearances in evidence (verified). |
| Resource Economy | 35 | Reversal of opponent ATK/DEF swings provides situational parity, not advantage; card text contains no draw, refuel, or net gain (inferred). |
| Effect & Interaction | 42 | Spell Speed 3 disruption targets ATK/DEF additions and subtractions but is ineffective against multiplications/divisions and expires at End Phase (inferred). |
| Material Utility | 0 | Trap card cannot serve as Synchro, Xyz, Fusion, or Link material; card text contains no alternative material routes (verified). |
| Resilience & Flexibility | 38 | Single-turn effect window until End Phase with purely reactive activation; no recovery, recursion, or multi-turn presence (inferred). |
| Deck-Building Efficiency | 68 | Generic unsearchable trap with no locks or archetype restriction; appears as 1-of across six disparate homes with no observed synergy clustering (observed). |
Calculation
Weight profile: Floodgate / Control primary role. Intrinsic ≈ 44, Deck ≈ 38, Meta = provisional. Modifiers: Situational tech card (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Plays generically across all archetypes with zero deckbuilding restrictions
- Spell Speed 3 activation allows reactive response to opponent effects
- Fully reverses ATK/DEF modifications on activation
- Clean one-of inclusion rate across diverse decks
Weaknesses
- Extremely narrow scope—only reverses ATK/DEF additions/subtractions, not multiplications/divisions
- One-turn duration until End Phase limits sustained disruption
- Purely reactive effect; useless against decks not using ATK/DEF modifiers
- Generates no advantage, resources, or combo extensions
- Requires field setup and vulnerable to trap removal
Counters / choke points
- Decks using multiplicative or divisive ATK effects (doubling, halving)
- Negation-based control strategies that ignore ATK/DEF swings
- Fast combo decks circumventing combat math entirely
- Trap destruction (Harpie's Feather Duster, Cosmic Cyclone, Mystical Space Typhoon)
Best use
Anti-meta tech trap for side deck or flexible main deck slots. Decks: ATK-modification-heavy rogue builds (certain Exodia, Blue-Eyes, Dinomorphia variants).
Evidence & gaps
- Verified: Card text: reverses all ATK/DEF additions/subtractions until End Phase; multiplications and divisions unaffected; Trap card with Spell Speed 3 activation; Appears in 6 decks across 6 distinct archetypes (Blue-Eyes, Phantom Knights, Greed, Exodia, Dinomorphia, Gaia); 1 copy per deck in all instances; No banlist restriction (assumed 3 copies unlimited)
- Observed: All 6 appearances in main deck (zero in side deck); Broad archetype distribution confirms generic tech role; Partner cards in evidence are incidental to host decks, not synergistic clusters
- Inferred: Accessibility is low due to trap setup requirement and reactivity to opponent ATK/DEF modifications; Effectiveness is matchup-dependent: high value vs ATK-modifying strategies, worthless vs pure negation decks; One-turn duration severely limits sustained board disruption; No combo conversion or card advantage generation from text; Utility as defensive floodgate dominates scoring over deckbuilding simplicity
- Data gaps: No combos supplied—combo conversion and real board impact inferred from text only No guides supplied—no human-context evidence on card usage or valuation No banlist data—assumed unlimited (3 copies) without format-specific restrictions No usage statistics—archetype inclusion rates inferred from 6-deck sample only No top-card rankings—competitive prevalence and tier placement unknown






