Spin Turn
Trap Normal

Spin Turn

  • Archetype:
  • Infinitrack

  • View:
  • 3332




Activate 1 of the following effects. ● Target 1 EARTH Machine Xyz Monster you control in Attack Position and 1 monster your opponent controls; change the battle position of your monster, and if you do, destroy that opponent's monster. ● Target 1 EARTH Machine Xyz Monster you control in Defense Position and 1 Spell/Trap your opponent controls; change the battle position of your monster, and if you do, destroy that opponent's Spell/Trap.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Feb 14, 2026
52± 6/ 100
Power Score
Intrinsic 50
Deck 53

Spin Turn — Power Evaluation

Final Score: 52 ± 6 · Confidence: Medium

  • Intrinsic: 50 · Deck: 53 · Meta: provisional
  • Primary role: Removal · Secondary: Negation/Interaction, Utility

Why it scores here

Spin Turn converts an already-established EARTH Machine Xyz monster into a one-for-one removal that can pop either an opponent's monster (Attack Position mode) or an opponent's Spell/Trap (Defense Position mode). It earns most of its points on effect interaction, because the two-mode choice is genuinely flexible removal, but it earns nothing for being a Normal Trap with no body and no combo role. Its score is held down by accessibility and resilience: it grants no board on its own, requires a specific on-field monster type to even be live, and the evidence shows no searcher route, so it is essentially a drawn reactive card. High ATK/DEF and popularity (view count, deck count) contributed nothing here.

Axis scores

Axis Score Evidence
Accessibility 40 It is a Normal Trap with no evidenced searcher and needs an EARTH Machine Xyz you control, so it is only live after setup — combo evidence records 0% starter role (verified/inferred).
Combo & Conversion 28 It builds nothing on its own; with 0 combos supplied and 0 appearances, it is purely reactive removal that requires an existing board (inferred).
Resource Economy 48 Both modes trade itself for exactly one opponent's card, roughly an even 1-for-1 with no refuel (verified from text).
Effect & Interaction 58 Two selectable modes destroy either an opponent's monster or an opponent's Spell/Trap, giving flexible but conditional removal (verified from text).
Material Utility 5 As a Trap it provides no body, name, Level, or Attribute value as material, and cannot be a monster (verified).
Resilience & Flexibility 42 The effect reaches both monster and backrow zones, but it goes dead the moment the required Xyz is gone or the position is wrong (inferred).
Deck-Building Efficiency 48 Observed average 1.68 copies across 92 decks in EARTH Machine homes shows a small, self-contained slot cost with no lock or garnet (observed).

Calculation

Weight profile: 0.7 Removal/Negation + 0.3 Utility. Intrinsic ≈ 50, Deck ≈ 53, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Flexible two-mode removal: destroys a monster (Attack Position mode) or a Spell/Trap (Defense Position mode).
  • Only one slot is needed and it is seen across many Earth Machine builds.
  • Kills opposing backrow as well as monsters, which is uncommon for a single Normal Trap.

Weaknesses

  • Dead without an EARTH Machine Xyz monster you control already on the field.
  • No evidenced searcher, so it must be drawn; no combo evidence shows it as a starter or searched piece.
  • The mandatory battle-position change can leave your own Xyz vulnerable.
  • Pure one-for-one with no card advantage or recursion.

Counters / choke points

  • Backrow removal (Cosmic Cyclone, Twin Twisters, Harpie's Feather Duster).
  • Counter Traps that negate Trap activation (Solemn Judgment, Solemn Strike).
  • Removing the targeted EARTH Machine Xyz monster before resolution.
  • Effects that prevent battle position changes.

Best use

Reactive removal trap for decks that keep an EARTH Machine Xyz on board. Decks: Earth Machine, Infinitrack, Train. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Normal Trap with two modes targeting an EARTH Machine Xyz you control in Attack or Defense Position.; Mode 1 changes your monster's battle position and destroys an opponent's monster; Mode 2 destroys an opponent's Spell/Trap.; Archetype listed as Infinitrack; formats TCG, OCG, MasterDuel, DuelLinks.
  • Observed: 92 decks run it, all in the main deck, average 1.68 copies (max 3).; 18 distinct archetypes observed, dominated by Infinitrack (25%+20.7%+5.4%+4.3%) and Train (7.6%+5.4%).; Top co-deck partners are Infinitrack Xyz/monsters such as River Stormer (96.7%), Trencher (95.7%), Goliath (95.7%), Heavy Forward (92.4%).
  • Inferred: Accessibility is limited because no evidence shows a searcher for it, so it must be drawn.; Its value is gated by keeping an EARTH Machine Xyz on board, making it a reactive rather than proactive card.; The mandatory position change can expose the targeted Xyz monster to attack.
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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