Trap
ContinuousScrum Force
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2601
While you control 2 or more face-up Defense Position monsters, your opponent cannot target Defense Position monsters you control with card effects, and they cannot be destroyed by your opponent's card effects. If this card would be destroyed by card effect, you can destroy 1 card in your Spell & Trap Zone instead.
Scrum Force — Power Evaluation
Final Score: 43 ± 6 · Confidence: Medium
- Intrinsic: 45 · Deck: 42 · Meta: provisional
- Primary role: Floodgate/Control · Secondary: Utility
Why it scores here
Scrum Force converts a narrow board condition (2+ face-up Defense Position monsters) into blanket protection for those monsters - targeting immunity and destruction immunity from the opponent's card effects - plus a self-preservation clause that trades another Spell/Trap card instead of itself. It builds nothing, draws nothing, and does not disrupt the opponent proactively, so its value is confined to a defensive niche that demands a Defense-Position-heavy field. It is a Trap, so its ATK/DEF carry no weight and earn no points; the score reflects the conditional, non-proactive nature of the protection and thin deck/absence of combo evidence.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | Unsearchable Continuous Trap that also needs 2+ face-up Defense Position monsters already established; only 7 sample decks ran it at avg 1.29 copies (observed). |
| Combo & Conversion | 20 | Builds no board on its own - 0 combo appearances and no starter/searched/payoff role anywhere in the evidence (inferred). |
| Resource Economy | 35 | A card spent purely for protection with no draw, search, or refuel; its only economy is the replacement clause trading another S/T card (inferred). |
| Effect & Interaction | 50 | While the condition holds it grants whole-board targeting immunity and destruction immunity against opponent card effects, but it never disrupts the opponent's plays (verified). |
| Material Utility | 5 | As a Continuous Trap it cannot be used as material for any Summon (verified). |
| Resilience & Flexibility | 45 | Cannot be targeted or destroyed by card effects while active and can sacrifice another Spell/Trap instead of itself, yet it dies to banish/bounce and to losing the 2-monster condition (verified). |
| Deck-Building Efficiency | 40 | Cheap 1-2 slots with no archetype lock, but effectively dead without a Defense-Position board, so it is a conditional defensive include (observed). |
Calculation
Weight profile: 0.7 Floodgate/Control + 0.3 Utility/no-clear-role. Intrinsic ≈ 45, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Blanket targeting and destruction immunity for all your face-up Defense Position monsters while active
- Protects itself by destroying another card in your Spell & Trap Zone instead
- No archetype lock, so it can slot into any Defense-Position-friendly deck
Weaknesses
- Dormant unless you already control 2+ face-up Defense Position monsters
- Generates no card advantage, board presence, or proactive disruption
- Vulnerable to non-targeting, non-destruction removal (banish, send, bounce) and to effects that simply remove the condition
- As a Continuous Trap it is a slow, reactive piece that only helps on the turn after it is set
Counters / choke points
- Banish/bounce/Spell & Trap removal that does not target or destroy (e.g. Cosmic Cyclone-style effects)
- Negating its activation or the Summon/board that keeps 2+ Defense Position monsters up
- Decks that attack over or clear Defense Position monsters without targeting them
Best use
Defensive protection for a Defense-Position board. Decks: Predaplant, Branded, Mimighoul. Suggested copies: 1.
Evidence & gaps
- Verified: While you control 2+ face-up Defense Position monsters, your opponent cannot target your Defense Position monsters with card effects and they cannot be destroyed by your opponent's card effects; If this card would be destroyed by card effect, you can destroy 1 card in your Spell & Trap Zone instead; Card is a Continuous Trap with no archetype and enters play only as a set/reactive Trap; Trap cards cannot be used as material for a Summon
- Observed: Only 7 recent decks ran it, at an average of 1.29 copies (max 2), all in the main deck; Spread across 5 archetypes (Predaplant 2, Branded 2, Mimighoul 1, Mannadium 1, Azamina 1); 0 combos recorded containing it, with no starter/searched/material/payoff appearances
- Inferred: It contributes protection but no board-building, so combo conversion is minimal; Its self-protection clause is a small economy gain rather than real card advantage; The 2+ Defense Position monster condition is the main gate that limits how often it is live
- 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 no dated metagame sample, so meta_power is null/provisional






