Zero Gravity
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Zero Gravity

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Change the battle positions of all face-up monsters on the field.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 7, 2026
44± 6/ 100
Power Score
Intrinsic 44
Deck 44

Zero Gravity — Power Evaluation

Final Score: 44 ± 6 · Confidence: Medium

  • Intrinsic: 44.4 · Deck: 44.4 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Utility

Why it scores here

Zero Gravity is a single Trap that flips every face-up monster on the field into the other battle position, so its value is a situational board break against attack-position boards rather than a card that builds or refuels anything. It is a one-for-one trap with no searcher, no combo starts and no material value, so most of its points come from being cheap and easy to run. The high ATK-free base and the 10-deck spread are not treated as power: the card appears across ten unrelated archetypes as a generic staple, so inclusion confirms portability, not strength.

Axis scores

Axis Score Evidence
Accessibility 35 Only 1 copy in most of the 10 sampled decks and no searcher in the evidence, so it is usually not live in the opening hand (decks_evidence, inferred).
Combo & Conversion 18 No recorded boards and no combo examples; the card does nothing on its own beyond its own effect (combos_evidence total_combos 0, inferred from text).
Resource Economy 15 A trap that costs a card and returns no card advantage or refuel as written (description, inferred).
Effect & Interaction 40 Repositions all face-up monsters, which is soft and symmetric board disruption that works against attack-position boards (description, verified).
Material Utility 0 Not a monster, so it cannot be used as material (card type Trap Card, verified).
Resilience & Flexibility 30 Single-zone trap with no redundancy in the sample, and the common trap interrupts are not tabled in the evidence (decks_evidence, inferred).
Deck-Building Efficiency 78 One slot, no garnets or locks, and its copies are played as 1 in most decks (decks_evidence copies_per_deck, observed).

Calculation

Weight profile: Primary role Board breaker / Going-second; no secondary blend applied to weights. Intrinsic ≈ 44.4, Deck ≈ 44.4, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap, single-slot trap with no garnet or lock cost
  • Symmetric board disruption that can turn attack-position boards defensive
  • Appears across 10 unrelated archetypes, so it is portable between homes

Weaknesses

  • No card advantage, searcher or combo starter role
  • Only one copy in most decks, so it is hard to draw when needed
  • Effect is situational and helps the opponent's board as much as yours

Counters / choke points

  • Negation of the trap activation, if the format allows it (not tabled in evidence)

Best use

Utility trap for breaking attack-position boards in going-second or board-clearing lines. Decks: Super Quant, Snake-Eye, Galaxy-Eyes, Galaxy Photon, Cyberse, Solemn, Cynet, Code Talker. Suggested copies: 1.

Evidence & gaps

  • Verified: Effect: changes battle positions of all face-up monsters on the field (card description); Card type is Trap Card, so it cannot be material (card type); Appears in 10 of 10 sampled decks across 10 distinct archetypes (decks_evidence)
  • Observed: Runs 1.3 copies on average, mostly 1 copy (copies_per_deck); Top partners include Dark Hole and Monster Reborn at 70% and 60% co-deck rate (top_partners)
  • Inferred: Acts as a soft board breaker rather than a removal or negation card (text reading); Going-second and board-clearing use case (text reading, no combo evidence)
  • 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 ruling data for interaction with negation or hand traps











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