Trap
CounterSpell Vanishing
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3371
Discard 2 cards from your hand. Negate the activation of a Spell Card and destroy it. Also, look at your opponent's hand and Deck and if you find any Spell Cards of the same name as the destroyed Spell Card, send all of them to the Graveyard.
Spell Vanishing — Power Evaluation
Final Score: 48 ± 6 · Confidence: Medium
- Intrinsic: 48 · Deck: 48 · Meta: provisional
- Primary role: Removal / Negation · Secondary: Utility
Why it scores here
Spell Vanishing converts into one specific thing: a hard Counter Trap negate on a Spell Card's activation, followed by destroying it and stripping every same-name copy from the opponent's hand and Deck. That hand+Deck sweep is genuinely punishing against Spell-reliant strategies, which is the only reason it earns a mid-range interaction score. It is not a starter, builds no board (no combos evidence lists it as starter, material, or payoff), and the two-card discard cost plus mandatory Set make it slow and narrow, so its 0 ATK/DEF and its peripheral body earn literally nothing here. Its 21 deck appearances confirm accessibility across discard-synergy archetypes, not intrinsic strength.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | A Counter Trap with no search route in the evidence that must be Set a turn before use; it appears as a consistent 1-of in 21 decks but is never live from the opening hand (verified/observed). |
| Combo & Conversion | 18 | The card builds no board state — combos evidence records zero appearances as starter, material, searched, or payoff (observed). |
| Resource Economy | 42 | Discarding 2 cards is a steep cost on its own, but stripping every same-name Spell from the opponent's hand and Deck can recoup cards against decks leaning on a key Spell (verified). |
| Effect & Interaction | 62 | It is a hard Counter Trap negate that also destroys the Spell and removes all copies from the opponent's hand and Deck, strong against Spell-reliant decks but blind to monsters, traps, and monster effects (verified). |
| Material Utility | 5 | As a Trap Card it has no ATK/DEF and cannot serve as material, a name, or a body in any situation (verified). |
| Resilience & Flexibility | 32 | Slow by nature since it must be Set first and dead against non-Spell opponents while demanding two spare cards, though the resolved hand-and-Deck sweep is hard to play around (verified/inferred). |
| Deck-Building Efficiency | 42 | It occupies only one slot and is legal in all listed formats, but the 2-card discard makes it worth running only in decks that gain value from discarding (observed). |
Calculation
Weight profile: 0.7 Removal/Negation + 0.3 Utility. Intrinsic ≈ 48, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Hard Counter Trap negate that also destroys the Spell Card
- Removes every same-name Spell from the opponent's hand and Deck, a hard-to-play-around follow-up
- Cheap in deck slots at a single copy and legal in TCG, OCG, Master Duel, and Duel Links
- Its 2-card discard doubles as a benefit in Dark World, Danger!, and Fabled shells
Weaknesses
- Requires two cards discarded from hand, a heavy cost
- Must be Set first, so it is slow and never live from the opening hand
- Only interacts with Spell Cards — useless against monster and trap effects
- Value is tied to the opponent drawing multiple copies of a key Spell
Counters / choke points
- Spell/Trap negation or removal before it resolves (e.g. backrow removal)
- Decks that win without activated Spell Cards
- Playing through low hand sizes so the 2-card discard is unpayable
Best use
Spell negation tech that doubles as a discard outlet. Decks: Dark World, Danger!, Fabled. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: discard 2 cards from hand, negate the activation of a Spell Card and destroy it, then look at the opponent's hand and Deck and send all same-name Spell Cards to the Graveyard; Card frame: Counter Trap, no ATK/DEF, no archetype; Legal in TCG, OCG, Master Duel, and Duel Links; All 21 recorded decks run exactly 1 copy in the main deck
- Observed: 21 decks run it across 12 distinct archetypes, led by Exodia (4 decks), Fabled, Danger!, Dark World, and Archfiend; Top co-deck partners are Card Destruction and Dark World / Danger! cards, indicating a discard-synergy home; Zero combos evidence appearances — never recorded as starter, searched, material, payoff, or end board
- Inferred: Its practical value comes from decks that profit from discarding 2 cards (Dark World, Danger!, Fabled) while incidentally negating a Spell; Because it only negates Spell Card activations, it is close to a blank against monster/trap effect decks; The hand-and-Deck sweep scales with how many copies of the targeted Spell the opponent plays
- 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






