Trap
NormalTaunt
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3401
Activate only during your opponent's Main Phase 1; select 1 monster on your side of the field. While the selected card remains on the field, if your opponent attacks with a monster(s) this turn, they must select the selected monster as the attack target.
Taunt — Power Evaluation
Final Score: 30 ± 7 · Confidence: Medium
- Intrinsic: 31 · Deck: 29 · Meta: provisional
- Primary role: Utility
Why it scores here
Taunt converts very little: it is a Normal Trap that must be Set first, can only be activated during the opponent's Main Phase 1, and merely forces that turn's attacks to target one chosen monster on your field. It provides no card advantage, no removal, no negation and no board presence, so it cannot build toward a winning state on its own. The evidence confirms this low ceiling — it shows up in a single recorded deck at one copy with zero combo appearances and no guides, so frequency cannot prop it up. Its fully generic, unrestricted text keeps the deckbuilding cost trivial, but a cheap slot does not make the effect strong.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 38 | Generic Normal Trap with no archetype lock, but requires prior Set-up plus the narrow opponent's-Main-Phase-1 window and has no dedicated searcher in evidence (inferred). |
| Combo & Conversion | 10 | combo evidence shows 0 appearances, 0 as_starter and 0 as_payoff, and the text advances no board, so it builds nothing (observed). |
| Resource Economy | 12 | It is a pure -1: the Trap is spent and the text grants no draw, search or GY/banish refuel (inferred). |
| Effect & Interaction | 20 | It offers only soft combat redirection — no negation or removal — and does nothing against non-attacking or effect-based plays (inferred). |
| Material Utility | 8 | As a Trap it contributes no body, Level, attribute or name and cannot be used as material for a summon (inferred). |
| Resilience & Flexibility | 22 | The effect lasts a single turn, is worthless if the opponent does not battle, and offers no multi-zone or multi-turn recovery (inferred). |
| Deck-Building Efficiency | 48 | One unrestricted Main-Deck slot with no garnet or lock, so it is cheap to include, though it earns that slot only as a narrow defensive tech (inferred). |
Calculation
Weight profile: Utility default (single role, no secondary). Intrinsic ≈ 31, Deck ≈ 29, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Generic Normal Trap with no archetype restriction, so it can technically be slotted into any deck
- Can force the opponent's battle phase attacks onto a chosen monster, potentially protecting a key piece or steering them into a wall/effect monster
- Trivial deckbuilding cost — a single unrestricted slot with no garnet or summon lock
Weaknesses
- Must be Set beforehand and can only be activated during the opponent's Main Phase 1
- Single-turn, single-target effect that is completely dead if the opponent does not attack
- Provides no card advantage, no removal and no negation
- No searchable route or archetype support in evidence, and only one copy seen in one deck
Counters / choke points
- Spell/Trap removal such as Mystical Space Typhoon or Twin Twisters before the Battle Phase
- Trap negation (e.g. Solemn Judgment / Seven Tools of the Bandit style effects)
- Decks that win via effects, burn or non-battle removal and never declare an attack
- Removing the selected monster in response, which leaves the forced-target clause with no legal target
Best use
Situational defensive combat-redirection Trap. Decks: Generic defensive/anti-battle tech in casual or lower-power builds. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Normal Trap that activates only during the opponent's Main Phase 1 and selects 1 monster on your field; Card text: while the selected monster remains on the field, opponent's attacks this turn must target it; Legal in TCG, OCG, Master Duel and Duel Links with no archetype membership
- Observed: decks_evidence: 1 recorded deck runs it, all in the Main Deck, at exactly 1 copy; combos_evidence: 0 appearances across all recorded combos (0% as starter/material/payoff); guides_evidence: 0 guides mention the card
- Inferred: The effect is purely defensive combat redirection with no card advantage, removal or negation; Because it must be Set and timed to the opponent's Main Phase 1, it is a reactive, telegraphed play; Zero combo centrality means DeckSynergy and DeckResilience are weak
- 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 only 1 deck in the sample, so deck-fit and resilience signals are thin






