Weighbridge
Trap Normal

Weighbridge

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If your opponent controls 2 or more monsters than you do: Your opponent must send monsters they control to the GY so they only control 1 monster.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 9, 2026
60± 8/ 100
Power Score
Intrinsic 60
Deck 60

Weighbridge — Power Evaluation

Final Score: 60 ± 8 · Confidence: Medium

  • Intrinsic: 60 · Deck: 60.5 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Floodgate/Control, Removal

Why it scores here

Weighbridge is a normal Trap whose conditional effect forces an opponent holding two or more extra monsters down to one monster in the GY. Its score comes from that interaction, not from any ATK or DEF, and the deck evidence (running in all 400 sampled decks at about 1.26 copies each) confirms it is a reliable, cheap, and live backrow slot. The main limits are the conditional activation and the lack of combo or resource evidence, so it is not rated higher.

Axis scores

Axis Score Evidence
Accessibility 72 Runs in all 400 sampled decks across 59 archetypes, so it is usually live once drawn, but there is no searcher or combo-start evidence (observed + inferred).
Combo & Conversion 40 No combo boards recorded; the card only converts an existing monster lead into a board reset, not into a multi-step line (inferred from text).
Resource Economy 35 Sends opponent monsters to the GY with no card advantage returned to the user, so value is one-sided disruption (verified from text).
Effect & Interaction 68 Strong monster-count sweep that is hard to play around when the opponent is over-extended, but it only triggers under the 2-or-more monster condition (verified from text + observed deck use).
Material Utility 5 A Trap card with no material or name-providing body, so it contributes nothing to Extra Deck summoning (verified from text).
Resilience & Flexibility 45 Conditional trigger and a single backrow body mean a hand trap or simple monster-count change can shut it off; redundancy across decks helps only a little (inferred).
Deck-Building Efficiency 70 Average 1.26 copies per deck with no garnet or self-lock; a single trap slot is cheap to run (observed + verified from text).

Calculation

Weight profile: Board breaker / Going-second profile, single primary role (no blend). Intrinsic ≈ 60, Deck ≈ 60.5, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap, legal in TCG/OCG/MasterDuel, and runs at about one copy per deck
  • Strong disruption when the opponent is over-extended
  • Broad archetype reach (59 archetypes in the sample)

Weaknesses

  • Conditional on the opponent controlling two or more extra monsters
  • No card advantage or recursion
  • Zero material value

Counters / choke points

  • Monster-count changes or pre-emptive plays that keep the opponent's extra monsters below the threshold
  • Hand traps that negate or pre-empt the trap activation

Best use

Board breaker / Going-second. Decks: Labrynth, Dogmatika, Traptrix, Knightmare. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap card text: opponent with 2+ more monsters must send monsters to GY until they control 1; Legal in TCG, OCG, and MasterDuel; No material or name-providing body
  • Observed: Runs in 400/400 sampled decks at 1.26 avg copies; Spread across 59 archetypes, most in Labrynth, Dogmatika, Traptrix, Knightmare
  • Inferred: Accessibility is live once drawn but has no searcher route; Resilience is limited by the conditional trigger and hand-trap exposure
  • 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











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