Reverse Trap
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Reverse Trap

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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.)




 
 
AI Power Analysis
Floodgate / ControlConfidence: MediumEvaluated Oct 5, 2026
37± 6/ 100
Power Score
Intrinsic 44
Deck 38

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











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