Typhoon
Trap Normal

Typhoon

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Target 1 face-up Spell/Trap on the field; destroy it. If your opponent controls 2 or more Spells/Traps and you control no Spells/Traps, you can activate this card from your hand.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Jan 1, 2026
55± 6/ 100
Power Score
Intrinsic 54
Deck 54

Typhoon — Power Evaluation

Final Score: 55 ± 6 · Confidence: Medium

  • Intrinsic: 54 · Deck: 54 · Meta: provisional
  • Primary role: Removal · Secondary: Board breaker

Why it scores here

Typhoon is a generic, non-archetype Normal Trap that trades 1-for-1 to destroy one face-up Spell/Trap, with a conditional hand activation when the opponent controls 2+ Spells/Traps and you control none. Its value comes almost entirely from splashability and going-second backrow removal, not from stats or a board presence — the 0 ATK/DEF body earns nothing and it has no material utility at all. Deck evidence confirms it is a widely played generic tech (400 sample decks, avg 2.05 copies, 143 distinct archetypes), but 0 combo appearances and no usage statistics mean its combo ceiling is text-only inference. It scores mid-range: a cheap, real, but low-impact one-shot removal tool.

Axis scores

Axis Score Evidence
Accessibility 58 Normal Trap with no in-archetype searcher; it is drawn as a generic tech (avg 2.05 copies across 400 decks) and is only 'live' from hand when the opponent controls 2+ Spells/Traps and you control none, otherwise it must be set for a turn (observed/verified).
Combo & Conversion 15 It builds nothing — combo data shows 0 appearances and no board is produced; the only output is removing one opposing card (observed).
Resource Economy 48 It is a straight 1-for-1 trade (the Trap plus its target) with no draw, search, or recurring value (inferred from text).
Effect & Interaction 50 It provides hard removal of one face-up Spell/Trap — useful against floodgates, continuous and Field Spells — but cannot touch set backrow or monsters and is not a negation (verified).
Material Utility 5 As a Trap it provides no body, Level, Attribute, or material use, and contributes nothing when its effect is irrelevant (verified).
Resilience & Flexibility 32 One-shot removal with no recursion or multi-zone use; it is a dead card when the opponent leaves no appropriate face-up Spell/Trap (inferred).
Deck-Building Efficiency 82 Fully generic, no archetype lock, no garnet, no self-restriction, and redundant copies are fine — 143 distinct archetypes run it at up to 3 copies (observed).

Calculation

Weight profile: 0.7 Removal + 0.3 Board breaker/Going-second. Intrinsic ≈ 54, Deck ≈ 54, Meta = provisional. Modifiers: Exceptional splashability (1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Fully generic Normal Trap with no archetype lock, so it slots into almost any deck (143 distinct archetypes in sample).
  • Destroys a face-up Spell/Trap, answering floodgates, continuous and Field Spells.
  • Conditional hand activation lets it function as extra going-second backrow removal without being set first.
  • Very low deckbuilding cost: no garnet, no cost, up to 3 copies are clean.

Weaknesses

  • Only hits face-up Spells/Traps — cannot remove set backrow or any monster.
  • At Trap speed it is slow when set, and the hand activation requires the opponent to control 2+ Spells/Traps while you control none.
  • One-shot 1-for-1 with no card advantage, recursion, or follow-up.
  • Zero combo appearances — it adds nothing to board building or combo lines.
  • Redundant/useless in matchups that leave few face-up backrow cards.

Counters / choke points

  • Trap-negation and backrow protection (e.g. Solemn-style negates, anti-destruction effects).
  • Keeping set backrow or chaining the targeted card so there is no valid face-up target.
  • Decks that avoid leaving 2+ face-up Spells/Traps, denying the hand activation.
  • Monster-heavy opposing boards where the removal has nothing to point at.

Best use

Going-second face-up Spell/Trap removal tech. Decks: Going-second / board-breaker builds, Control and backrow-heavy matchups, Generic handtrap-and-breaker shells. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: Target 1 face-up Spell/Trap on the field; destroy it.; Card text: if the opponent controls 2+ Spells/Traps and you control none, it can be activated from the hand.; Card is a Normal Trap with no archetype and 0 ATK/DEF.; Formats: TCG, OCG, MasterDuel, DuelLinks; no banlist token (assumed unlimited).
  • Observed: 400 sample decks run it, all in the main deck, avg 2.05 copies (max 3).; 143 distinct archetypes use it, led by Dominus, Deskbots, Argostars, Apophis and Morganite.; Top partners are generic staples (Ash Blossom 62.2%, Infinite Impermanence 58.2%, Called by the Grave 49.8%).; combo data: 0 appearances across recorded combos (0% starter/material/payoff).; guide data: 1 guide mentions it, in a Trap Monster deck's 'Tech' section.
  • Inferred: Its role is generic going-second face-up backrow removal, not a combo piece.; Being a Normal Trap, it is slower when set than equivalent Spell-speed removal.; Removal is limited to face-up Spells/Traps, so it cannot answer set backrow or monsters.
  • 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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