Trap
ContinuousSerpent Suppression
Archetype:
Reptilianne
View:
3179
Face-up Attack Position monsters with 0 ATK your opponent controls cannot be destroyed by battle with "Reptilianne" monsters.
Serpent Suppression — Power Evaluation
Final Score: 28 ± 7 · Confidence: Medium
- Intrinsic: 27.6 · Deck: 31.3 · Meta: provisional
- Primary role: Floodgate/Control · Secondary: Utility
Why it scores here
Serpent Suppression is a narrow Continuous Trap whose only function is to stop opponent's face-up 0-ATK Attack Position monsters from being destroyed by battle with "Reptilianne" monsters — a persistent, reactive state effect that neither disrupts the opponent's plays nor generates any card advantage. Its small deck sample (3 decks, 1.33 copies average, all Reptilianne/Reptile lists) confirms a real but niche role, while zero combo appearances show it builds nothing toward a board. No ATK/DEF or stat line earns it points here; the score rests entirely on it being a cheap, occasionally relevant control slot, which is why it lands in the low band.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 30 | It is a Continuous Trap with no search route shown in the evidence, so it must be set and waits a turn before mattering (verified text; inferred slowness). |
| Combo & Conversion | 8 | combos_evidence shows 0 appearances out of 0 recorded combos, and the text summons, searches and extends nothing (observed). |
| Resource Economy | 15 | The card is a straight -1 in card economy with no draw, search, revival or GY refuel in its text (verified). |
| Effect & Interaction | 12 | Its only effect modifies battle destruction of opponent 0-ATK monsters and provides no negation, removal or disruption of opponent plays (verified). |
| Material Utility | 0 | As a Trap Card it is not a monster and cannot serve as material, Level/Attribute fodder or a name for Extra Deck plays (verified). |
| Resilience & Flexibility | 35 | Being Continuous, the effect persists face-up across turns, but it is one-dimensional, dies to any backrow removal, and is blank against boards without 0-ATK Attack Position monsters (inferred). |
| Deck-Building Efficiency | 40 | Decks run only 1-2 copies (avg 1.33) with no garnet or Extra Deck tax, but the effect is hard-locked to "Reptilianne" monsters, capping its portability (observed). |
Calculation
Weight profile: 0.7 Floodgate/Control + 0.3 Utility. Intrinsic ≈ 27.6, Deck ≈ 31.3, Meta = provisional. Modifiers: Archetype-locked effect (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Continuous Trap effect stays live once resolved, unlike a one-shot Normal Trap
- Very low slot cost: 1-2 copies is enough in the lists that run it
- Observed in 100% of its deck sample alongside the Reptilianne core (Vaskii, Medusa, Coatl, Lamia, Ramifications), confirming a defined supporting role
- No Extra Deck or engine tax and no visible self-lock, so it is easy to slot
Weaknesses
- Effect is purely reactive and conditional: it does nothing unless the opponent controls face-up 0-ATK Attack Position monsters
- Generates no card advantage, no board presence and no disruption of opponent plays
- Hard-locked to "Reptilianne" monsters, making it unplayable filler in any other deck
- Preventing opponent monsters from being destroyed by battle can actively work against you when you want to clear a body
- Zero combo appearances in the recorded sample — it converts into no winning board
- As a Trap it is slow, requiring a set turn before it can matter
Counters / choke points
- Any backrow removal (Mystical Space Typhoon, Cosmic Cyclone, Harpie's Feather Duster, Lightning Storm)
- Cards that negate Trap effects or Continuous Trap activations
- Decks that rarely leave 0-ATK monsters in Attack Position
- Switching battle targets so the protected 0-ATK monster is never attacked
- Link/Synchro/Xyz climbing that removes the 0-ATK body from the field before the Battle Phase
Best use
Cheap Continuous Trap utility that keeps opponent 0-ATK bodies on the field for Reptilianne lines. Decks: Reptilianne, Reptile. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: face-up Attack Position monsters with 0 ATK the opponent controls cannot be destroyed by battle with "Reptilianne" monsters; Type is Trap Card, race Continuous, archetype Reptilianne; Legal in TCG, OCG, Master Duel and Duel Links per formats field; No ATK/DEF/Level body (0/0/Level 0) — it is not a monster and cannot be used as material
- Observed: 3 decks in the sample run it, all in the main deck, average 1.33 copies (distribution 1x2, 2x1); Its decks split across Reptile (66.7%) and Reptilianne (33.3%) archetype tags; Co-deck rate 100% with Reptilianne core cards (Vaskii, Medusa, Coatl, Lamia, Ramifications, Melusine) and Earthbound Immortal Ccarayhua; 0 combo appearances, 0% as starter/searched/material/payoff/end-board, no recorded board power index
- Inferred: Trap timing means it cannot be live on turn one without being set, lowering practical access; Holding opponent 0-ATK Attack Position monsters on the field is the intended synergy with the Reptilianne gameplan, but it equally blocks your own battle removal; Its archetype-locked text caps the number of homes it can appear in, consistent with a 2-archetype deck footprint
- 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 (3 decks, 2023 dates) so inclusion and partner rates are weakly calibrated






