Trap
NormalSpright Double Cross
Archetype:
Spright
View:
6855
Target 1 monster on the field or in either GY, then activate 1 of these appropriate effects; ● Attach the targeted monster to 1 Rank 2 monster you control as material. ● Place the targeted monster your opponent controls in your zone your Link-2 monster points to, and take control of it. ● Special Summon the targeted monster from either GY to your zone your Link-2 monster points to. You can only activate 1 "Spright Double Cross" per turn.
Spright Double Cross — Power Evaluation
Final Score: 65 ± 6 · Confidence: Medium
- Intrinsic: 64 · Deck: 66 · Meta: provisional
- Primary role: Board breaker / Going-second · Secondary: Recovery / Recursion
Why it scores here
Spright Double Cross is a one-copy, once-per-turn Normal Trap whose main value is taking control of an opponent's monster into a Link-2 zone, with a secondary mode that revives a monster from either GY or attaches a target as Rank 2 material. The card is in all 400 sampled Spright-linked decks at one copy each, and the Spright archetype's search and set-up support makes it reliably reachable, which earns the accessibility and deckbuilding points. The text-only card has no recorded combo data, so combo conversion and resource economy are held near the middle, and the 400/400 inclusion rate is treated as a sign of staple usage rather than extra power. The 0 for material utility reflects that it is a trap and cannot itself be used as material.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 80 | Present in all 400 sampled decks at 1 copy and searchable through Spright Jet per the guide snippet, so it is reliably reachable (observed + inferred). |
| Combo & Conversion | 55 | No combo boards are recorded, so conversion rests on the text: a control steal into a Link-2 zone that is a real board swing but needs a Link-2 monster already in place (inferred). |
| Resource Economy | 55 | The GY Special Summon mode returns a monster from either graveyard, a roughly 1-for-1 recovery against the trap's own cost (verified from text, inferred for value). |
| Effect & Interaction | 65 | Stealing an opponent's monster is a strong, targeted disruption, but it is a once-per-turn trap that can be answered and depends on a Link-2 spot (verified from text). |
| Material Utility | 10 | The card is a trap with no monster body, so it contributes nothing as material and only its attach mode is an indirect contribution (verified from text). |
| Resilience & Flexibility | 60 | Three modes across field and GY targets give flexibility, though it sits face-down and is exposed to the common interrupts, including Ash Blossom, which appears among its top partners (inferred + observed). |
| Deck-Building Efficiency | 80 | A single copy in a 1-copy-typical deck with no garnet or lock restriction, so it is cheap to run and slots into a Spright build without disruption (observed). |
Calculation
Weight profile: 0.7 Board breaker + 0.3 Recovery/Recursion. Intrinsic ≈ 64, Deck ≈ 66, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Steals an opponent's monster into a Link-2 zone, a real board-swing effect
- Versatile across field and both graveyards: attach, steal, or revive
- Single-copy, low-cost slot in a staple archetype with broad inclusion
Weaknesses
- Once per turn, and it needs a Link-2 monster in place to use its steal and revive modes
- Trap card: contributes no body as material
- Set in the backrow, so it is exposed to the common interrupts
Counters / choke points
- Ash Blossom & Joyous Spring and other hand or set-trap interruption
Best use
Board breaker that steals a key opposing monster or revives a monster from either graveyard, using a Link-2 zone. Decks: Spright, Frog, Nimble, Evil Twin. Suggested copies: 1.
Evidence & gaps
- Verified: Once-per-turn restriction and the three effect modes are stated in the card text; The card is a single-copy Trap in the TCG, OCG, and MasterDuel formats
- Observed: Included in 400 of 400 sampled decks at 1 copy, with 46 distinct archetypes; Usage statistics show 100% inclusion in several archetype/gameplay homes; Top partner Ash Blossom & Joyous Spring appears in 89.8% of decks
- Inferred: Accessibility is high because the archetype's search tools can fetch it; The steal and revive modes are strong mainly when a Link-2 monster is already on the field; Frequent inclusion reflects staple use across homes rather than intrinsic power
- Data gaps: no combos supplied, so combo conversion and resource economy rest on text inference no banlist token, so 3 copies (unlimited) is assumed no searcher table, so the search route is inferred from the guide snippet only average starter count when present is null, so deck resilience is inferred from archetype spread






