Trap
NormalZero Gravity
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3769
Change the battle positions of all face-up monsters on the field.
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






