Trap
ContinuousSummon Shock
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Each time a monster(s) is Normal or Special Summoned, place 1 Summon Counter on this card (max. 4). If the 4th Summon Counter is placed on this card: Remove all Summon Counters from this card, and if you do, send all monsters on the field to the GY.
Summon Shock — Power Evaluation
Final Score: 54 ± 8 · Confidence: Medium
- Intrinsic: 53 · Deck: 54 · Meta: provisional
- Primary role: Board breaker / Going-second · Secondary: Removal
Why it scores here
Summon Shock converts the opponent's whole field into a reset, but only after four summons have accumulated on it, so the payoff is slow and symmetric: it also sends the player's own monsters to the GY. Its high deck count (30 of 30 sampled decks, 19 archetypes, 2.5 average copies) shows it is a portable, practical tech, not a forgotten pick, and that breadth earns the resilience and deckbuilding points. It has no body, no refuel and no combo evidence, so it earns nothing for material use, resource economy or combo conversion.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Set-and-wait trap in 30 of 30 sampled decks at about 2.5 copies, so it is reliably drawn, but it is slow to go live and needs four summons before it does anything (text plus deck evidence; observed/inferred). |
| Combo & Conversion | 20 | Builds nothing on its own and no recorded boards support a combo role, so it is a reset rather than a route (text-only inference; no combo evidence). |
| Resource Economy | 30 | Sends every monster on the field to the GY, including the player's own, with no refuel or search, so it trades cards roughly evenly at best (verified text; inferred). |
| Effect & Interaction | 60 | Mass board removal triggered by the opponent's summoning, but four counters are needed and the timing is not hard to set up (verified text; inferred). |
| Material Utility | 0 | It is a Continuous Trap with no monster body, so it cannot be used as material (verified card type). |
| Resilience & Flexibility | 40 | Sits face-up in the Spell/Trap Zone where backrow removal can take it before the fourth counter, and its counters reset on removal (verified text; inferred). |
| Deck-Building Efficiency | 60 | Plays cleanly as a 1–3 copy tech across 19 archetypes with no garnet or lock, but it is a symmetric card that hurts its own board (observed deck spread; inferred). |
Calculation
Weight profile: 0.7 Board breaker / Going-second + 0.3 Removal. Intrinsic ≈ 53, Deck ≈ 54, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Clears the whole field on a counter clock, so it resets a board that has been built up
- Played in 30 of 30 sampled decks across 19 archetypes at about 2.5 copies, showing a portable, practical role
- Cheap to run: a single trap slot, no garnet or lock, and legal in both TCG and OCG
Weaknesses
- Slow: it needs four summons before it does anything
- Symmetric: it sends the player's own monsters to the GY along with the opponent's
- No body, no refuel and no recorded combo evidence, so the score rests on text and deck breadth alone
Counters / choke points
- Destroying or removing the face-up Trap before the fourth counter lands
- Keeping few monsters on the field so the sweep costs the player more than it takes from the opponent
- Playing a board that does not depend on monsters staying on the field
Best use
Board breaker (tech sweeper that resets a board the opponent has built). Decks: K9, Eldlich, True Draco, Fire King, Monarch, Regenesis. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: a Continuous Trap that places a Summon Counter per Normal or Special Summon (max 4), then sends all monsters on the field to the GY on the fourth; Formats: TCG and OCG; Ran in 30 of 30 sampled decks, all main-deck, across 19 archetypes
- Observed: Average 2.5 copies per deck, with 20 decks running 3 copies; Top partners Skill Drain, Maxx "C" and Ash Blossom & Joyous Spring appear in 57–67% of decks
- Inferred: Primary role is board breaker, with removal as the secondary role, based on the text; The trap is vulnerable to backrow removal before the fourth counter, based on its face-up Spell/Trap Zone placement; The symmetric sweep is weighed against it because it also removes the player's own monsters
- 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 no rulings supplied for the counter-placement and sweep timing






