Trap
NormalSonic 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.
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






