Scrap-Iron Statue
Trap Normal

Scrap-Iron Statue

  • Archetype:
  • Junk

  • View:
  • 4114




When a Spell/Trap Card that is already face-up on your opponent's field activates its effect: Destroy that card, also, after that, Set this card face-down instead of sending it to the GY. If this card is sent to the GY: You can target 1 "Junk" monster in your GY; Special Summon it in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Feb 1, 2026
48± 6/ 100
Power Score
Intrinsic 47
Deck 47

Scrap-Iron Statue — Power Evaluation

Final Score: 48 ± 6 · Confidence: Medium

  • Intrinsic: 47 · Deck: 47 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Removal, Utility

Why it scores here

Scrap-Iron Statue converts mostly into a small, repeatable package: it destroys an opponent's acting face-up Spell/Trap and then resets itself facedown instead of leaving the field, and once it reaches the GY it revives a "Junk" monster in Defense. Both halves are once-per-turn and neither is a real negate, so the interaction is soft and conditional. Its value is archetype-tied — it is only played in Junk/Synchron/Stardust builds where the Junk revival matters — rather than a generic staple. ATK/DEF are irrelevant here (it is a Trap with no body); the score comes from usefulness, cost, and the reality that it is naturally drawn at one copy rather than tutored.

Axis scores

Axis Score Evidence
Accessibility 38 A draw-dependent Normal Trap with no in-archetype searcher; 49 decks run it at ~1.16 copies, so it is naturally drawn rather than tutored (verified).
Combo & Conversion 25 No combo appearances are recorded and, on its own, it only sets itself plus revives one Junk monster after reaching the GY (inferred).
Resource Economy 50 Destroying an opponent's acting Spell/Trap is a straight trade and the self-Set instead of GY keeps the card alive; the GY effect is a +1 Junk revival, each once per turn (verified).
Effect & Interaction 40 It only destroys an opponent's already face-up Spell/Trap that activates its effect and does not negate the effect, so the disruption is narrow and soft (verified).
Material Utility 28 As a Trap it has no body and cannot be material itself, but it can Special Summon a Junk monster in Defense to extend Synchro plays (inferred).
Resilience & Flexibility 52 It returns facedown instead of going to the GY and its revival effect works from the graveyard, giving multi-turn and multi-zone reuse (verified).
Deck-Building Efficiency 55 One or two slots, no garnet and no lock, but it is a situational Trap that can sit dead against decks with no persistent face-up Spell/Trap (observed).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Removal/Negation. Intrinsic ≈ 47, Deck ≈ 47, Meta = provisional. Modifiers: Compact 1-2 slot tech (1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Destroys an opponent's already face-up Spell/Trap that activates its effect, a straight trade (verified).
  • Resets itself facedown instead of being sent to the GY, so the card is not spent (verified).
  • GY trigger Special Summons a "Junk" monster in Defense for extension or recovery (verified).
  • Both halves are once-per-turn, but they are separate effects usable independently (verified).
  • Very cheap to run: ~1.16 copies average, no garnet, no lock (observed).

Weaknesses

  • Interaction only hits face-up Spell/Traps that actively resolve an effect, so it is dead against many decks (verified).
  • Destroy is not a negate — the opponent's effect still resolves (verified).
  • The Junk revival requires the card to reach the GY through another effect, since activating it keeps it on field (inferred).
  • As a Normal Trap it must be Set and wait a turn, making it slow (verified).
  • No in-archetype searcher and no combo evidence — value is inferred from text and deck fit (data gap).

Counters / choke points

  • Cosmic Cyclone / Mystical Space Typhoon removing it before activation
  • Solemn Judgment or any counter-trap negating its activation
  • Decks with no persistent face-up Spell/Trap that activates effects
  • Called by the Grave or D.D. Crow answering the "Junk" revival target

Best use

Recovery/recursion tech Trap that also chips enemy Spell/Trap. Decks: Synchron, Junk, Stardust. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: destroys an opponent's already face-up Spell/Trap that activates its effect, then Sets itself facedown instead of going to the GY.; Card text: if sent to the GY, targets 1 "Junk" monster in the GY and Special Summons it in Defense.; Card text: each effect once per turn; it is a Normal Trap with no ATK/DEF.; Legal in TCG, OCG, Master Duel and Duel Links.; 49 recent decks run it, 49 in main, average 1.16 copies (41 at 1, 8 at 2).
  • Observed: Top archetypes: Synchron 22.4%, Junk 12.2%, Stardust 12.2%.; Top partners: Junk Synchron 81.6%, Tuning 77.6%, Jet Synchron 75.5%, Junk Speeder 75.5%.; 0 combo appearances across recorded boards.
  • Inferred: Primary role is Junk/Synchron recursion with a secondary reactive removal mode.; The Junk revival is only usable when the card is sent to the GY by another effect, since activation keeps it on field.; The removal mode is not a negate and misses decks without face-up Spell/Traps that resolve effects.
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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