DARK
4Trap Reactor Y FI
ATK:
800
DEF:
1800
View:
3116
Once per turn, when your opponent activates a Trap Card, you can destroy the Trap Card and inflict 800 damage to your opponent.
Trap Reactor Y FI — Power Evaluation
Final Score: 52 ± 8 · Confidence: Medium
- Intrinsic: 51 · Deck: 52 · Meta: provisional
- Primary role: Removal / Negation · Secondary: Board breaker
Why it scores here
Trap Reactor Y FI is a reactive Level 4 DARK Machine body. Its once-per-turn effect destroys the opponent's activated Trap Card and deals 800 damage, so it converts opponent trap activations into a one-for-zero trade while the body stays on the field. It is a narrow, trap-triggered effect with no combo evidence, so the score stays near the middle; its appearance in all 15 sampled decks confirms it is played, not that it is strong.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | Runs 3 copies in 15 of 15 sampled decks across Cyber Dragon, Machina and Cyberdark, but no combo starter or searched data exists to show how it is reached (observed). |
| Combo & Conversion | 10 | Text only: it destroys a Trap and deals 800 damage and builds no board of its own; zero recorded combo boards include it (inferred). |
| Resource Economy | 55 | Destroying the activated trap costs the opponent a card and costs this card nothing, a once-per-turn positive exchange with no draw or refuel (inferred). |
| Effect & Interaction | 50 | Answers only Trap Card activations, once per turn; it does not reach Spells, Monsters or hand (verified). |
| Material Utility | 55 | Level 4 DARK Machine is a generic body that fits Level-based material requirements, but no combo or deck evidence shows it being used as material (inferred). |
| Resilience & Flexibility | 45 | A single face-up monster that any monster removal ends, and its effect fires only on the opponent's Trap activation (inferred). |
| Deck-Building Efficiency | 60 | Three copies in 15 of 15 decks with no garnet, lock or brick restriction; the slot cost is mild (observed). |
Calculation
Weight profile: 0.7 Removal / Negation + 0.3 Board breaker. Intrinsic ≈ 51, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Converts each opponent Trap activation into a free one-for-zero trade, once per turn
- Played in all 15 sampled decks at 3 copies across three archetypes
- Generic Level 4 DARK Machine body that does not need a dedicated searcher to be a legal play
Weaknesses
- Effect only triggers on an opponent's Trap Card activation, so it does nothing against Spells or Monsters
- Once-per-turn limit and an 800 damage effect give little board or damage value
- No combo evidence showing it starting or finishing a line
- Dies to any monster removal, and its value disappears once the body is gone
Counters / choke points
- Monster removal or banish on the body, which ends the effect (inferred)
- Opponents who avoid activating Trap Cards while it is on field (inferred)
- Negating its effect, which still leaves a Level 4 body as material (inferred)
Best use
Trap-punishing body in Machine-based decks. Decks: Cyber Dragon, Machina, Cyberdark. Suggested copies: 3.
Evidence & gaps
- Verified: Once per turn, when the opponent activates a Trap Card, destroy it and inflict 800 damage (card text); Formats: TCG, OCG, MasterDuel, DuelLinks
- Observed: Runs 3 copies in 15 of 15 decks, all in Cyber Dragon, Machina or Cyberdark (deck stat); Partners include Cyber-Stein, Black Salvo and Spell Reactor RE at 100% co-occurrence (deck stat)
- Inferred: Trap-punishing role converts opponent trap activations into a card advantage (text and rules); Level 4 DARK Machine body is a generic material candidate (level, attribute and race); Dies to any monster removal (rules)
- 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






