World Suppression
Trap Normal

World Suppression

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You can only activate this card when a Field Spell Card is activated. Negate the Field Spell Card during the turn this card is activated.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 7, 2026
37± 6/ 100
Power Score
Intrinsic 37
Deck 37

World Suppression — Power Evaluation

Final Score: 37 ± 6 · Confidence: Medium

  • Intrinsic: 37 · Deck: 37 · Meta: provisional
  • Primary role: Removal / Negation

Why it scores here

World Suppression is a narrow, one-for-one answer: it negates a Field Spell Card only, and only when one is activated. It builds nothing, converts nothing into a board, and cannot be material, so its score comes almost entirely from how often it can answer a Field Spell in practice. The 12 sampled decks all run one copy in the same Dinomorphia-linked shell, which confirms the card is real and practical in that shell, but high inclusion within one family does not make it strong in general, and the card's ATK-free trap body earns nothing for its stats. Confidence is Medium because deck evidence is present but combo, guide and usage data are absent and the deck sample is dated (March to May 2024).

Axis scores

Axis Score Evidence
Accessibility 40 A set trap that needs a Field Spell activation before it can do anything, so it is live only in matchups where that happens; it is in 12 of 12 sampled decks at one copy each, but there is no searcher or combo route evidence (verified text and deck stats, inferred for the activation gate).
Combo & Conversion 5 No combo boards are recorded and the card does not build anything from its own text, so conversion is effectively zero (inferred from text; no combos_evidence).
Resource Economy 45 Negating a card is a one-for-one exchange with no refuel, draw or banish, so it sits near even (verified from text).
Effect & Interaction 30 It fully negates the activated Field Spell, which is strong against that card type, but it has no reach against monsters, spells or traps and its trigger is narrow (verified from text, inferred for scope).
Material Utility 0 A trap card cannot be used as material, so the axis is zero (verified from card type).
Resilience & Flexibility 35 One copy with no redundancy, and a set trap can be removed by backrow removal before its condition is met (inferred from card type and text).
Deck-Building Efficiency 45 One main-deck slot with no garnets or self-locks, but the slot is dead outside Field Spell matchups, so the cost-to-value ratio is poor (verified deck stats, inferred for dead-card risk).

Calculation

Weight profile: Removal / Negation profile applied directly (single primary role, no secondary blend). Intrinsic ≈ 37, Deck ≈ 37, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Fully negates an activated Field Spell Card for the turn it is activated (verified from text)
  • Appears in all 12 sampled decks, at one copy each, so the card is practical in its shell (observed from deck evidence)
  • Simple, single-condition timing with no once-per-turn or cost clauses to misplay (verified from text)

Weaknesses

  • Only activates when a Field Spell is activated, so it is dead in any matchup without Field Spell activations (verified from text)
  • Set trap that can be removed by backrow destruction before its condition is met (inferred from card type)
  • Single copy with no redundancy; one answer to one card type (verified from deck stats)
  • Zero material, combo or resource value outside the negation itself (verified from text)

Counters / choke points

  • Backrow removal or floodgate-style answers that destroy the set trap before a Field Spell is activated (inferred)
  • Opponent decks that avoid Field Spell activations entirely, leaving the trap with no legal trigger (inferred from text)

Best use

Situational Field Spell negation (tech). Decks: Dinomorphia, Kaiju, Dinowrestler. Suggested copies: 1.

Evidence & gaps

  • Verified: Text: can only be activated when a Field Spell Card is activated, and negates that Field Spell Card for the turn it is activated; Card type is Trap Card, so it cannot be material and must be set; Decks: 12 of 12 sampled decks run one main-deck copy (recency 2024-03-24 to 2024-05-19)
  • Observed: Partner co-occurrence is 100% for the top partners, all within the Dinomorphia shell; Archetype spread is 3 (Dinomorphia 6, Kaiju 3, Dinowrestler 3), all in one gameplay type
  • Inferred: Narrow activation gate means value is concentrated in Field Spell matchups; Set status exposes the trap to backrow removal before it can be used; Generic utility is capped low because the text is specific to Field Spells
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so copy limit assumed 3 (unlimited at one copy) no usage statistics (StatisticsCard), so archetype inclusion % is inferred from the deck sample only deck sample is dated (recency 2024-03 to 2024-05) and drawn from a single shell no data on how often Field Spells are activated in current formats, so the trigger rate is unknown











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