Sonic Boom
Trap Normal

Sonic Boom

  • Archetype:
  • Mecha Phantom Beast

  • View:
  • 3330




During your turn: Target 1 "Mecha Phantom Beast" monster on the field; this turn, its ATK becomes double its original ATK, it is unaffected by other Spell/Trap effects, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this effect is applied to that monster, destroy all Machine-Type monsters you control during the End Phase of this turn. Other monsters cannot attack during the turn you activate this card.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Jan 1, 2026
24± 6/ 100
Power Score
Intrinsic 25
Deck 28

Sonic Boom — Power Evaluation

Final Score: 24 ± 6 · Confidence: Medium

  • Intrinsic: 25 · Deck: 28 · Meta: provisional
  • Primary role: Utility

Why it scores here

Sonic Boom is an archetype-locked Normal Trap that only functions during your own turn and only if you already control a 'Mecha Phantom Beast' monster, so it converts very little on its own. Its payoff is a one-turn combat buff (double original ATK, Spell/Trap immunity, and piercing) that is immediately paid back by destroying all Machine-Type monsters you control in the End Phase and by preventing your other monsters from attacking. Combo evidence records zero appearances, so its contribution is text-only and modest, and its ATK-doubling earns nothing here — the cost, the setup requirement, and the self-destruction clause dominate the score. High damage potential did not raise any axis; accessibility, resource economy, and resilience keep the card low.

Axis scores

Axis Score Evidence
Accessibility 30 Archetype-locked Normal Trap that needs an already-existing 'Mecha Phantom Beast' on the field to do anything, with no searcher shown in the evidence (verified text / inferred).
Combo & Conversion 10 Combos evidence lists 0 appearances across all recorded boards, so it adds no combo step and only modifies a board that already exists (verified).
Resource Economy 14 It is a flat -1 that additionally destroys all Machine-Type monsters you control in the End Phase of the turn it resolves (verified text).
Effect & Interaction 25 Its only defensive value is making one 'Mecha Phantom Beast' unaffected by other Spell/Trap effects for one turn; it negates and removes nothing the opponent controls (verified text).
Material Utility 5 As a Normal Trap it supplies no body, Level, Attribute, or material for any summon (verified type).
Resilience & Flexibility 15 A your-turn-only, one-turn window that requires an existing MPB body and then destroys your Machines, leaving it dead in most board states (verified text / inferred).
Deck-Building Efficiency 28 It runs at 1-2 copies in 7 sample decks but is fully archetype-locked and carries a self-destructive End Phase clause plus an attack restriction (observed decks).

Calculation

Weight profile: Utility / no clear role (default) weights; single role, no blend. Intrinsic ≈ 25, Deck ≈ 28, Meta = provisional. Modifiers: Self-locking / self-destructive clause (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Doubles the original ATK of a targeted 'Mecha Phantom Beast' for the turn, enabling a large damage push
  • Grants the boosted monster immunity to other Spell/Trap effects for that turn and piercing against Defense Position monsters
  • A Normal Trap that can be set ahead of time and is played in dedicated Mecha Phantom Beast lists (7 sample decks)

Weaknesses

  • Only usable during your own turn and only if you already control a 'Mecha Phantom Beast' monster
  • Destroys all Machine-Type monsters you control during the End Phase it resolves
  • Prevents your other monsters from attacking the turn it is activated
  • Provides no negation, no removal, no body, and no card advantage
  • Zero appearances in recorded combos and no guide coverage

Counters / choke points

  • Spell/Trap removal (Mystical Space Typhoon, Twin Twisters, Cosmic Cyclone) before it resolves
  • Effect negation (Solemn Judgment, Solemn Strike, Counter Traps) on activation
  • Removing the target 'Mecha Phantom Beast' in response so the effect fizzles
  • Kaiju / non-destruction removal on the buffed monster bypasses the Spell/Trap immunity

Best use

One-turn combat buff / damage push trap. Decks: Mecha Phantom Beast. Suggested copies: 1.

Evidence & gaps

  • Verified: Card is a Normal Trap in the 'Mecha Phantom Beast' archetype (type/frame/archetype from evidence.card); Effect only functions during your turn and requires targeting a 'Mecha Phantom Beast' monster on the field; Effect doubles original ATK, grants immunity to other Spell/Trap effects, and grants piercing for the turn; Applying the effect destroys all Machine-Type monsters you control during the End Phase and prevents other monsters from attacking
  • Observed: 7 sample decks run it, all in the main deck, averaging 1.86 copies (distribution 1x:1, 2x:6); Archetypes present: 'Mecha Phantom Beast' (5 decks across two listings) and 'Speedroid' (2 decks); Combos evidence records 0 appearances, so it is never a starter, material, payoff, or end-board piece in recorded lines
  • Inferred: It is a combat trick whose value depends on having a MPB monster already in play, so it is not a standalone starter; The End Phase destruction of all your Machines is a genuine board cost that limits how often the buff is worth applying
  • 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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