Trap
NormalTribe Drive
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If you have 3 or more different Monster Types on your field: You can choose 3 monsters from your Deck with different Types from each other but with the same Types as the monsters you control, then, your opponent randomly chooses 1 for you to either add to your hand or Special Summon, also place the remaining monsters on the bottom of your Deck in any order. You can only activate 1 "Tribe Drive" per turn.
Tribe Drive — Power Evaluation
Final Score: 46 ± 6 · Confidence: Medium
- Intrinsic: 43 · Deck: 47 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Starter
Why it scores here
Tribe Drive is a one-card search trap that works only when the controller has three or more Monster Types on the field, and then the opponent picks which of the three chosen Deck monsters you receive. It converts Tri-Brigade board states into one card of value, with no board, no negation and no body of its own. The recorded decks confirm a real Tri-Brigade role (11 of 12 decks, with the core Tri-Brigade monsters at 100% co-occurrence), but no combo evidence was supplied, so the conversion score rests on text. The score is held down by the field-type condition, the randomised opponent choice, and the lack of any interaction, not by ATK or popularity.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Set-able trap that needs 3+ Monster Types on the field to activate; deck data shows it runs in 12 of 12 sampled decks, so it is live in its home (observed, with the field condition from text). |
| Combo & Conversion | 35 | Turns the activation into one card (hand or Special Summon) chosen by the opponent from three; no board follows from the text (verified from card text, combo sample absent). |
| Resource Economy | 45 | Trades itself for one card, so net card advantage is roughly even; no refuel or repeated advantage (inferred from text). |
| Effect & Interaction | 10 | No negation, removal or disruption of any kind (verified from card text). |
| Material Utility | 5 | Non-monster card; it provides no material, level or attribute body (verified from card type). |
| Resilience & Flexibility | 40 | Trap that depends on a field condition at activation and can be stopped by a negate; it is a single-spot card with no redundancy (inferred from text). |
| Deck-Building Efficiency | 60 | One non-monster slot, usually one copy (1.08 average in sampled decks), with no garnet or lock restriction (observed in decks). |
Calculation
Weight profile: Searcher / Tutor primary role (no secondary blend applied). Intrinsic ≈ 43, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Reliable single-card search within the Tri-Brigade home, with a 100% partner match on the core Tri-Brigade monsters
- Cheap, single-copy slot that is easy to run
- Trap can be set early and held for the field condition
Weaknesses
- Activation needs three different Monster Types on the field, so it is dead in early or thin boards
- Opponent chooses which of the three monsters you receive, so the value is random
- No negation, removal or body; it converts only one card per use
- Single-archetype dependence: narrow outside Tri-Brigade
Counters / choke points
- Negation of the trap on activation
- Opponent-side plays that deny the field condition or leave you with fewer than three Monster Types
Best use
One-card search trap in Tri-Brigade shells that reach three Monster Types. Decks: Tri-Brigade. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: needs 3+ different Monster Types on the field; picks 3 Deck monsters with different Types matching the controller's field; opponent chooses 1 for hand or Special Summon; rest go to the bottom of the Deck; once per turn; Card type: Normal Trap, no ATK/DEF or material body
- Observed: Present in 12 of 12 sampled decks, 11 of them Tri-Brigade (91.7%), averaging 1.08 copies per deck; Core Tri-Brigade monsters co-occur in 100% of the sampled decks
- Inferred: Accessibility is moderate: the Tri-Brigade home usually reaches three Monster Types, but early turns may not; Resource economy is roughly even because the card trades itself for one card; Effect interaction is none, so the score is driven by the other axes
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies are assumed (unlimited) no usage statistics (StatisticsCard), so archetype inclusion is inferred from the 12-deck sample only no rulings or Vietnamese card text beyond the description, so the timing and choice rules are read from text alone






