Unified Front
Trap Normal

Unified Front

  • View:
  • 2684




Discard 1 monster, then target 1 face-up monster on the field; its ATK and DEF becomes the discarded monster's ATK and DEF, until the end of this turn. Monsters you control cannot attack directly during the turn you activate this card.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Dec 15, 2025
22± 6/ 100
Power Score
Intrinsic 26
Deck 23

Unified Front — Power Evaluation

Final Score: 22 ± 6 · Confidence: Medium

  • Intrinsic: 26 · Deck: 23 · Meta: provisional
  • Primary role: Utility · Secondary: Removal/Negation

Why it scores here

Unified Front converts almost nothing: it is a Normal Trap that discards a monster as cost to copy that monster's ATK/DEF onto one face-up monster until the end of the turn, a purely temporary, single-target combat-math change. It appears in 0 recorded combo boards and 0 end-board states, so its stat manipulation earns no combo-conversion, interaction, or material credit. Its accessibility is draw-only (no search route shown) and its resource economy is negative (discard a monster for a one-turn change), which together cap its power far below competitive traps. The high ATK/DEF values it can copy are irrelevant to the score — temporariness, the discard cost, and the no-direct-attack lock dominate.

Axis scores

Axis Score Evidence
Accessibility 25 Normal Trap with no search route in evidence; only 5 decks of the recent sample run it (avg 1 copy), so it is drawn-reactant rather than reliably tutored (verified).
Combo & Conversion 8 0 appearances in combo data and no end-board presence — the effect builds no board on its own (observed).
Resource Economy 6 Costs a discard plus the trap itself for a one-turn ATK/DEF swap, a clear net card disadvantage (verified).
Effect & Interaction 13 Changes ATK/DEF until end of turn only; it is not removal or negation and offers no lasting disruption (verified).
Material Utility 4 It is a Trap, not a monster body, and has no GY/field use as material or name/level provider (verified).
Resilience & Flexibility 11 One-shot, expires at end of turn, and only usable during the turn it is activated, so it cannot survive interaction or recur (verified).
Deck-Building Efficiency 28 A single flexible slot with no archetype lock, but it demands discard fodder and self-locks direct attacks for the turn (inferred).

Calculation

Weight profile: 0.7 Utility (default) + 0.3 Removal/Negation blend; using default Utility weights. Intrinsic ≈ 26, Deck ≈ 23, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Generic Normal Trap usable in any deck without an archetype commitment
  • Flexible discard: any monster in hand can be used to set the copied ATK/DEF
  • Can target an opponent's face-up monster to reduce its ATK/DEF temporarily as a battle trick

Weaknesses

  • Discarding a monster plus the trap is net card disadvantage for a temporary, one-turn change
  • Provides no removal, negation, or disruption of the opponent
  • Self-locks direct attacks for the turn it is activated
  • Effect expires at the end of the turn with no lasting board value
  • Draw-only: no search route shown, and just 5 decks in the recent sample run it

Counters / choke points

  • Effect negation (trap/Spell Speed 2 negation) blanks the effect after the discard cost is already paid
  • Removing the targeted monster before the battle the trick is meant to win
  • Simply not committing to battle the turn it is set, since the change is temporary
  • Playing around it by attacking with monsters whose stats already beat the copied value

Best use

Utility combat trick. Decks: Warrior-toolbox casual builds, Low-tier battle-focused strategies. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: 'Discard 1 monster, then target 1 face-up monster on the field; its ATK and DEF becomes the discarded monster's ATK and DEF, until the end of this turn.'; Card text: 'Monsters you control cannot attack directly during the turn you activate this card.'; Card is a Normal Trap Card (type 'Trap Card', race 'Normal', card frame 'trap'); Decks evidence: 5 decks run it, all in main deck, average 1 copy, max 1 copy
  • Observed: 5 decks across 5 distinct archetype labels (D/D/D, Elemental HERO, Toon, and two unlabeled); 0 combo appearances and 0 end-board appearances in combo data; Top co-deck partners are Waboku (80%) and a Warrior/E-HERO battle package (Gearfried, Gilford, Marauding Captain, Command Knight at 60%); No StatisticsCard usage rows available for this card
  • Inferred: No search route appears in evidence, so the card is draw-dependent for accessibility; Because the effect ends at the end of the turn and locks direct attacks, it functions as a one-shot combat trick rather than sustained interaction; Discard cost represents a real deckbuilding constraint requiring spare monsters in hand
  • 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 two deck archetype labels reported as 'Không có' (unlabeled)











https://metaduelist.com/
Top