Tindangle Delaunay
Trap Normal

Tindangle Delaunay

  • Archetype:
  • Tindangle

  • View:
  • 3067




When you take battle damage from an opponent's attacking monster, while you have 3 or more "Tindangle" monsters with different names in your GY: You can destroy the attacking monster, and if you do, Special Summon 1 "Tindangle Acute Cerberus" from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 3 "Tindangle" monsters with different names in your GY; Special Summon them in face-down Defense Position.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Oct 7, 2026
58± 6/ 100
Power Score
Intrinsic 55
Deck 60

Tindangle Delaunay — Power Evaluation

Final Score: 58 ± 6 · Confidence: Medium

  • Intrinsic: 55.1 · Deck: 59.8 · Meta: provisional
  • Primary role: Removal · Secondary: Recovery/Recursion

Why it scores here

Tindangle Delaunay is a reactive trap that, once its condition is met, destroys an attacker and summons Tindangle Acute Cerberus, and from the GY it banishes itself to revive 3 different-name Tindangle monsters. Its score comes from converting a stocked GY into board and a boss, which the 3 recorded boards support (power index 91-100, net card advantage 4-7). The very high partner inclusion and the 97 average power index do not add points by themselves, because they mostly reflect that this is an archetype staple (guardrail 3). It is archetype-locked, needs battle damage to trigger, and contributes no material value, which holds the score to the high 50s.

Axis scores

Axis Score Evidence
Accessibility 60 Live in most Tindangle builds (111 decks, 3 copies in 77), but the trap needs 3 different-name Tindangle in the GY and battle damage to trigger (verified text; deck count observed).
Combo & Conversion 72 Its boards reach 3-5 end monsters and 1-3 bosses with the Cerberus summon on the trap side (observed power index 91-100 over 3 boards, but combo role is untagged so the card's own share is inferred).
Resource Economy 75 The GY effect costs the card itself to revive 3 monsters, a net gain of about +2 bodies, and the trap summon is free from the Extra Deck (verified text; boards show netCardAdvantage 4-7, observed).
Effect & Interaction 55 Destroying the attacker is only available after battle damage from an attacking monster, so it is reactive and not general removal (verified text, inferred impact).
Material Utility 8 It is a Trap with no material or Level value, so the only body value is as a GY banish cost (verified; material role 0%, observed).
Resilience & Flexibility 62 Two effects across the S/T zone and the GY give it multi-zone reach, but a single negate on the set trap ends the first effect (verified text, inferred).
Deck-Building Efficiency 40 It takes a trap slot and is locked to a Tindangle GY composition, and 3 copies are typical (verified copy distribution; the archetype restriction is inferred from text).

Calculation

Weight profile: 0.7 Removal + 0.3 Recovery/Recursion. Intrinsic ≈ 55.1, Deck ≈ 59.8, Meta = provisional. Modifiers: Archetype-locked restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts a Tindangle GY into board plus a boss in one activation
  • GY effect revives 3 different-name monsters, a net body gain
  • Live in most Tindangle builds at 2-3 copies

Weaknesses

  • Reactive: needs battle damage from an attacking monster to trigger the first effect
  • Archetype-locked: needs 3 different-name Tindangle in the GY
  • No material or Level value; its only body value is as a GY banish cost

Counters / choke points

  • Negating the set trap before it is activated
  • Not attacking, so no battle damage occurs
  • GY hate or banish effects that deny the 3-monster revival

Best use

GY recursion plus battle-damage answer in Tindangle decks. Decks: Tindangle (archetype 2096), Tindangle (archetype 889). Suggested copies: 3.

Evidence & gaps

  • Verified: Trap text: destroy an attacker after battle damage, then Special Summon Tindangle Acute Cerberus from the Extra Deck; GY effect: banish itself to revive 3 different-name Tindangle; 111 of 111 decks run it; 3 copies in 77 decks; top partners are Tindangle monsters at 86-100%
  • Observed: Appears in 3 of 3 recorded combos with power index 91-100 and net card advantage 4-7; Inclusion 100% in archetype 889 at typical 3 copies (usage statistics)
  • Inferred: Its practical role is GY revival in late game and a battle-damage answer early; Archetype-locked deck-building cost reduces portability
  • Data gaps: No banlist token; assumed 3 copies (unlimited) combo role is empty in all 3 example boards, so the card's own role share is unverified Only 3 recorded combos; the combo sample is small No rulings available for the battle-damage timing No top-card ranking context











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