Ultimate Crystal Magic
Trap Normal

Ultimate Crystal Magic

  • Archetype:
  • Crystal Beast

  • View:
  • 4145




When your "Crystal Beast" monster is destroyed by battle: You can send 7 "Crystal Beast" cards with different names from your hand, Deck and/or face-up field to the GY; Special Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck. (This is treated as a Fusion Summon.) If a face-up "Ultimate Crystal" monster you control leaves the field because of an opponent's card effect: You can banish this card from your GY; place any number of "Crystal Beast" monsters from your GY, face-up in your Spell & Trap Zone as Continuous Spells.




 
 
AI Power Analysis
Combo enablerConfidence: Medium
48± 6/ 100
Power Score
Intrinsic 46
Deck 49

Ultimate Crystal Magic — Power Evaluation

Final Score: 48 ± 6 · Confidence: Medium

  • Intrinsic: 46 · Deck: 49 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Boss/End-board, Recovery/Recursion

Why it scores here

Ultimate Crystal Magic reliably converts an established Crystal Beast board into a summoned "Ultimate Crystal" Fusion Monster and its Graveyard ignition recurs Crystal Beasts as Continuous Spells, making it a genuine in-archetype payoff. Its value is gated, though: it is a Normal Trap that only triggers when a "Crystal Beast" monster is destroyed by battle and it demands a heavy 7-name send, and it brings no disruption of its own. The score is therefore driven by archetype fit and the payoff body it enables, not by raw stats — the card has 0 ATK/DEF and no field presence by itself. It earns nothing for rarity, popularity, or the 210 deck appearances beyond confirming the card is actually fielded.

Axis scores

Axis Score Evidence
Accessibility 40 A Normal Trap that must be drawn or set and only triggers when a "Crystal Beast" monster is destroyed by battle, yet it is fielded in 210 recorded Crystal Beast decks (observed).
Combo & Conversion 52 Its text sends 7 differently-named "Crystal Beast" cards from hand/Deck/face-up field to the GY to Special Summon 1 "Ultimate Crystal" Fusion as a Fusion Summon, but 0 combos were recorded so this is text-only inference (inferred).
Resource Economy 55 The GY-banish effect re-places any number of "Crystal Beast" monsters from the GY face-up in the Spell & Trap Zone as Continuous Spells, turning the 7-card send into recurring setup (verified).
Effect & Interaction 32 The card itself offers no negation, removal, or disruption — any interaction comes from the Fusion it summons, not from this Trap (verified).
Material Utility 42 As a Trap it is never itself a material, but it supplies a Fusion body and re-places Crystal Beasts as Continuous Spells that can fuel further "Ultimate Crystal" fusions (inferred).
Resilience & Flexibility 48 It functions across two zones (field Trap and Graveyard banish), yet the primary effect is fragile, requiring a battle-destruction window and a complete 7-name send (inferred).
Deck-Building Efficiency 45 Archetype-locked to Crystal Beast with no generic application, but cheap inside its own deck at ~1.5 copies average (observed).

Calculation

Weight profile: 0.7 Combo enabler + 0.3 Boss/End-board. Intrinsic ≈ 46, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheats out an "Ultimate Crystal" Fusion Monster from the Extra Deck as a genuine Fusion Summon from a Normal Trap.
  • Archetype staple: appears in 210 recorded decks, 81% Crystal Beast, and is co-played with Crystal Bond in ~99% of them.
  • Graveyard ignition re-places any number of Crystal Beasts as Continuous Spells, providing recovery and re-establishing the archetype's engine.

Weaknesses

  • First effect requires a "Crystal Beast" monster to be destroyed by battle, a fairly narrow window.
  • Heavy cost: must send 7 differently-named "Crystal Beast" cards from hand, Deck and/or face-up field to the GY.
  • Provides no disruption, negation, or removal of its own and is fully archetype-locked with no generic use.

Counters / choke points

  • Negating the Trap's activation or preventing the battle destruction that triggers it.
  • Removing the summoned "Ultimate Crystal" Fusion before it can convert into value.
  • Graveyard disruption to strip the Crystal Beast setup the second effect relies on.

Best use

In-archetype payoff trap that summons an "Ultimate Crystal" Fusion and recurs Crystal Beasts from the GY. Decks: Crystal Beast, Advanced Crystal Beast. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: send 7 "Crystal Beast" cards with different names from hand, Deck and/or face-up field to the GY to Special Summon 1 "Ultimate Crystal" Fusion Monster, treated as a Fusion Summon.; Card text: while in the GY, banish it when a face-up "Ultimate Crystal" monster you control leaves the field to place any number of "Crystal Beast" monsters from the GY face-up in the Spell & Trap Zone as Continuous Spells.; It is a Normal Trap in the Crystal Beast archetype with 0 ATK/DEF and no effect that negates or removes.
  • Observed: 210 recorded decks run it (all main deck, none side), average 1.5 copies; 143 decks run exactly 1 copy.; 81% of those decks are the Crystal Beast archetype and ~99% also run Crystal Bond.; combos_evidence recorded 0 appearances and 0 combos, so no measured conversion data exists.
  • Inferred: It behaves as an in-archetype payoff/cheat-summon rather than a generic staple.; Its accessibility is limited by the battle-destruction trigger and the 7-name send requirement.; Re-placing Crystal Beasts as Continuous Spells supports the archetype's further Fusion plays.
  • 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 deck sample only no recorded starter/material/payoff split for this card, so its exact step in the archetype's line is inferred











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