Security Orb
Trap Normal

Security Orb

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When your opponent's monster declares an attack: Target that attacking monster; change that target's battle position. If this Set card is destroyed by your opponent's Spell/Trap effect and sent to the GY: Destroy 1 monster on the field.




 
 
AI Power Analysis
Removal / NegationConfidence: Medium
37± 7/ 100
Power Score
Intrinsic 38
Deck 36

Security Orb — Power Evaluation

Final Score: 37 ± 7 · Confidence: Medium

  • Intrinsic: 38 · Deck: 36 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Utility

Why it scores here

Security Orb is a generic Normal Trap whose only proactive use is a Battle Step battle-position change on an attacking monster, plus a conditional destroy-1 if the opponent removes the Set card with a Spell/Trap. Both halves are purely reactive and situational, so the card converts almost nothing into a board, and it shows up in a mere 5 decks with 0 recorded combo appearances. Its 0 ATK/DEF and rarity earn nothing here; the modest score comes almost entirely from being splashable, unlimited, and cheap to slot rather than from any real output. The conditional destruction clause is the only piece that can generate a genuine 1-for-1, and it requires the opponent to cooperate.

Axis scores

Axis Score Evidence
Accessibility 35 A generic unlimited Normal Trap playable in any deck, but not searchable by any listed archetype and its primary effect is live only when the opponent declares an attack after it has been Set (inferred).
Combo & Conversion 5 It builds no board at all: combos_evidence shows 0 appearances, 0 as_starter and 0 as_material, so it contributes nothing to a combo line (observed).
Resource Economy 25 Changing an attacker's battle position is a straight -1 with no draw or recursion, and the destroy-1 clause only breaks even and only if the opponent's Spell/Trap destroys the Set card (verified from card text).
Effect & Interaction 30 Interaction is soft and timing-bound: a single battle-position change on an attack declaration, with a reactive destroy-1 on being destroyed by the opponent's Spell/Trap effect (verified from card text).
Material Utility 5 As a Trap it has no body, Level, Attribute or Type to serve as material, so it is worth nothing on board once unusable (verified from card type).
Resilience & Flexibility 25 It is a one-shot Set card that is dead when the opponent does not attack, though the destroy-1 clause gives it a small consolation value against backrow removal (inferred).
Deck-Building Efficiency 50 It costs one to two generic slots with no garnet, no lock and unlimited copies, which is why 5 decks ran an average of 1.4 copies (observed).

Calculation

Weight profile: 0.7 Removal/Negation + 0.3 Utility. Intrinsic ≈ 38, Deck ≈ 36, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Fully generic Normal Trap with no archetype lock, usable in any deck and unlimited in every listed format
  • Second effect punishes opponents who destroy the Set card with Spell/Trap removal by destroying a monster on the field
  • Very low deckbuilding cost: 1-2 slots, no garnet, no restriction, no combo requirement

Weaknesses

  • Primary effect only functions in response to an opponent's attack declaration, making it dead in many game states
  • Battle-position change is a low-impact, soft form of interaction that rarely wins a game on its own
  • Zero board-building or combo value: 0 combo appearances and 0 as_starter/as_material in the sample
  • Strictly outclassed by most other generic defensive Traps that also negate or remove

Counters / choke points

  • Cards that prevent Setting or negate Traps (e.g. Jinzo-style Trap negation, Denko Sekka)
  • Non-destruction removal such as banishing or bouncing the Set card, which avoids triggering the destroy-1 clause
  • Decks that do not need to declare attacks, or that remove it before the Battle Phase resolves

Best use

Reactive defensive Trap and budget backrow removal deterrent. Decks: Generic / any deck with spare Trap slots, S-Force (observed). Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: when the opponent's monster declares an attack, target that monster and change its battle position.; Card text: if this Set card is destroyed by the opponent's Spell/Trap effect and sent to the GY, destroy 1 monster on the field.; Card is a Normal Trap, ATK 0 / DEF 0, no archetype, legal in TCG, OCG, Master Duel and Duel Links.
  • Observed: decks_evidence: 5 decks run Security Orb, all in the main deck, average 1.4 copies (3 decks at 1, 2 decks at 2).; decks_evidence: 5 distinct archetypes at 20% each (S-Force, Không có, Resonator, Junk, ZEXAL), indicating a generic rather than archetypal home.; combos_evidence: 0 recorded combo appearances, 0 as_starter, 0 as_material, 0 as_payoff, no avg_power_index.; guides_evidence: 0 guides mention the card.
  • Inferred: Because it is a Normal Trap with no archetype, it is not reliably tutored and must be drawn and Set a turn ahead of the attack it answers.; Its battle-position change is a soft, timing-bound defensive effect rather than true negation or removal.; Its destroy-1 clause only generates a 1-for-1 and requires the opponent to choose Spell/Trap removal on the Set card.
  • 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 deck sample is very small (5 decks), so archetype spread is weak evidence of real generic play











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