Trap
NormalUltimate 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.
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






