Triamid Fortress
Spell Field

Triamid Fortress

  • Archetype:
  • Triamid

  • View:
  • 3570




All Rock-Type monsters on the field gain 500 DEF. "Triamid" monsters on the field cannot be destroyed by card effects. If this face-up card in the Field Zone is sent to the Graveyard: You can target 1 "Triamid" monster in your Graveyard; add it to your hand. You can only use this effect of "Triamid Fortress" once per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Jan 1, 2026
53± 6/ 100
Power Score
Intrinsic 50
Deck 55

Triamid Fortress — Power Evaluation

Final Score: 53 ± 6 · Confidence: Medium

  • Intrinsic: 50 · Deck: 55 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Floodgate/Control, Utility

Why it scores here

Triamid Fortress is a core Field Spell for the Triamid archetype that converts into a protected board plus a recurring Body-refuel: its 'Triamid' monsters cannot be destroyed by card effects, and when the face-up card leaves the Field Zone it adds a 'Triamid' monster back from the Graveyard once per turn. It does not build boards, disrupt the opponent, or extend combos on its own, so it reads as a support/recovery piece rather than a starter or payoff. Its 0 ATK/DEF and status as a Spell earned no points, and no combo evidence exists to confirm high-end conversion. The score reflects reliable archetype-locked utility, not raw stats.

Axis scores

Axis Score Evidence
Accessibility 55 Core Field Spell appearing in essentially every Triamid sample deck (99 decks, avg 2.37 copies) and reachable through the archetype's field-swap line (observed).
Combo & Conversion 40 No combos were recorded and the card adds no bodies or extensions, so it supports rather than builds a board (inferred).
Resource Economy 52 Its Graveyard trigger adds one 'Triamid' monster back to hand once per turn whenever it leaves the Field Zone, a recurring +1 (verified).
Effect & Interaction 45 'Triamid' monsters on the field become immune to destruction by card effects — a defensive protection, not opponent disruption (verified).
Material Utility 20 It is a Spell with no body, contributing only as the archetype's field-rotation piece, not as material (inferred).
Resilience & Flexibility 55 Protects the board while still firing its recursion on leaving the field, giving value across zones and turns (verified).
Deck-Building Efficiency 50 Archetype-locked but cheap: 2-3 copies of a core Field Spell with no garnet or Extra Deck cost (observed).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Floodgate/Control. Intrinsic ≈ 50, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Blanket immunity to destruction by card effects for 'Triamid' monsters on the field
  • Recurring Graveyard recursion: adds a 'Triamid' monster back to hand when it leaves the Field Zone (once per turn)
  • Core consistency piece present in essentially every Triamid sample deck, run at 2-3 copies
  • Field-rotation line lets the archetype swap it out and immediately trigger its recursion

Weaknesses

  • Archetype-locked: the protection and recursion only matter in Triamid decks
  • Provides no bodies, no extension, and no opponent disruption of its own
  • Protection covers destruction only, not banish, return-to-hand, or negation
  • No recorded combo evidence to confirm higher-end conversion

Counters / choke points

  • Non-destruction removal (banish, shuffle, return to hand) bypasses its protection
  • Effect negation or Spell/Trap removal before Triamid bodies are established
  • Field Spell disruption / Field Zone denial before the swap loop comes online

Best use

Field Spell support providing board protection and Graveyard recursion within the archetype's field-rotation loop. Decks: Triamid, Triamid (Rock-Type variants).

Evidence & gaps

  • Verified: Text: all Rock-Type monsters on the field gain 500 DEF; Text: 'Triamid' monsters on the field cannot be destroyed by card effects; Text: when the face-up card in the Field Zone is sent to the Graveyard, add 1 'Triamid' monster from the Graveyard to hand, once per turn; Archetype membership: Triamid; type Spell Card / Field
  • Observed: 99 sample decks, all running it in the main deck, average 2.37 copies (distribution: 9x1, 44x2, 46x3); 54.5%/13.1%/9.1% of decks are Triamid archetypes, with near-100% co-decking of Triamid Dancer, Hunter, Cruiser, Kingolem, Master; 2 Triamid guides describe the field-swap line (Hunter/Dancer/Master send a Field to the Graveyard to place another from Deck); 0 recorded combo appearances
  • Inferred: The card supports the field-rotation loop by triggering its recursion when swapped out; It is a defensive/support piece rather than a starter, extender, or payoff; Generic utility is limited because the protection clause is Triamid-locked
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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