Trap
NormalTyphoon
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5662
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.
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






