Trap
NormalScrap-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.
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






