Trap
NormalTriggered Summon
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Activate only when a monster is Special Summoned to your opponent's side of the field. Each player can Special Summon 1 Level 4 or lower monster from their hand.
Triggered Summon — Power Evaluation
Final Score: 39 ± 8 · Confidence: Low
- Intrinsic: 41 · Deck: 38 · Meta: provisional
- Primary role: Extender · Secondary: Material body, Utility
Why it scores here
Triggered Summon is a Normal Trap that can only turn on after the opponent Special Summons, and it gives BOTH players a Level 4 or lower monster from hand — so it is slow, conditional, and symmetric, handing the opponent a free body. Its only value is generating one extra body for Synchro/Xyz material in the decks that bother to run it. No combo evidence shows it building a real board (0 appearances, no power-index data), and the four sampled decks use only ~1.25 copies. Its stat line is empty (a Trap), so no ATK/DEF credit was given; the modest score reflects accessible-but-low-payoff utility, not any body or rarity.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 38 | Unlimited, archetype-free Trap with no search requirement, but it needs a Set turn plus an opponent Special Summon and a Level 4 or lower monster in hand before it is live (verified). |
| Combo & Conversion | 26 | Provides one extra body but gives the opponent one too; combos evidence records 0 appearances and no power-index, so it builds no full board (observed). |
| Resource Economy | 28 | Spending the Trap while both players convert a hand card into a field body makes the exchange roughly neutral-to-negative for the user (inferred). |
| Effect & Interaction | 8 | Text contains no negation, removal, or disruption, and instead enables the opponent by granting them a Special Summon (verified). |
| Material Utility | 32 | The Trap itself is not a body, but its effect can supply a flexible Level 4 or lower material body for Synchro/Xyz lines such as King's Consonance or Powered Inzektron partners (inferred). |
| Resilience & Flexibility | 28 | A face-down Trap is exposed to backrow removal and the trigger can be dodged or the summon negated; the symmetric effect further limits payoff (inferred). |
| Deck-Building Efficiency | 52 | It is a clean single-slot, unlimited, no-lock generic Trap with no garnet, though its low ceiling makes the slot hard to justify (inferred). |
Calculation
Weight profile: 0.7 Extender + 0.3 Material body. Intrinsic ≈ 41, Deck ≈ 38, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Generic, archetype-free Normal Trap that is unlimited in all listed formats
- Generates an extra Level 4 or lower body usable as Synchro/Xyz material
- Cheap one-slot inclusion with no locks or garnet cost
- Only needs a Level 4 or lower monster in hand, so it is rarely a dead draw in low-level decks
Weaknesses
- Effect is symmetric — the opponent also Special Summons a Level 4 or lower monster
- Reactive Trap that needs a Set turn and an opponent Special Summon before it does anything
- No disruption, negation, or removal; it does not stop the opponent's play
- Requires holding a Level 4 or lower monster in hand to get any value
- Zero appearances in recorded combo boards
Counters / choke points
- Backrow removal such as Harpie's Feather Duster or Twin Twisters can destroy it before it activates
- Trap negation such as Solemn Judgment or Seven Tools of the Bandit
- Negating the Special Summon it responds to removes its activation window
- Denying the opponent a Level 4 or lower monster in hand blanks its summon
Best use
Extender / Material body provider. Decks: Harpie, Mekk-Knights, Symphonic Warrior, Abyss Actor. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: activates only when a monster is Special Summoned to the opponent's field; each player may Special Summon 1 Level 4 or lower monster from hand.; Normal Trap, no archetype, card frame trap, ATK/DEF 0, legal in TCG/OCG/Master Duel/Duel Links.; The effect is symmetric — both the user and the opponent Special Summon a Level 4 or lower monster.
- Observed: Runs in 4 sampled decks, all main deck, average 1.25 copies (distribution 1x3, 2x1).; Appears across 4 distinct archetypes (Harpie, Mekk-Knights, Symphonic Warrior, Abyss Actor) at one deck each.; Combos evidence records 0 appearances and 0% as starter/searched/material/payoff.; top partners observed at 75% Monster Reborn and 75% Infinite Impermanence, 50% King's Consonance.
- Inferred: Reactive Trap needs a Set turn plus an opponent Special Summon, making it slow and conditional.; Lack of any negation/removal means it does not disrupt, and it likely concedes tempo by giving the opponent a body.; Its utility is limited to supplying an extra Level 4 or lower material for Synchro/Xyz lines seen in the partner list.
- 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 a 4-deck sample only deck sample is extremely small (4 decks), so archetype breadth and copies are low-confidence






