NEXUS

Amazement

A Strategic Analysis of the Amusement Park of Traps

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Executive Summary

The Amazement archetype is a distinct control strategy centered on its "Attraction" Trap cards. These traps have dual effects, changing based on whether they are equipped to your monster or an opponent's. This creates a highly adaptive, resource-focused playstyle where the goal is to disrupt the opponent over time. The deck's engine revolves around its monsters searching and re-equipping these traps, with Amazement Administrator Arlekino serving as the primary boss monster and win condition, capitalizing on the activation of trap cards to control the board.

Core Synergy: The Attraction Loop

The deck's strategy is built on a loop of monsters enabling traps, which in turn fuel the deck's boss monster for powerful removal effects.

Amazement Attendant Comica
Missing: 67314110
1

Set the Attraction

Use an "Amazement" monster like Comica to set an "Attraction" Trap (e.g., Horror House) directly from the deck.

Amazement Administrator Arlekino
Missing: 94821366
2

Trigger Arlekino

When you activate the Trap card, you can Special Summon Amazement Administrator Arlekino from your hand, putting a powerful body on the board.

3

Fuel and Remove

The "Attraction" Trap sends itself to the GY after resolving. Arlekino can then banish that trap from the GY to destroy an opponent's card, creating a self-fueling removal engine.

Final Endboard

The Amazement endboard is not a static wall of negates, but a flexible and reactive setup designed to control the game's tempo. A strong turn-one board focuses on having the right tools ready to disrupt the opponent's key plays.

Amazement Administrator Arlekino
Missing: 94821366
  • Amazement Administrator Arlekino: The main boss monster, ready to be Special Summoned from the hand upon any Trap activation to provide a powerful body and targeted destruction.
  • Amazement Attendant Comica: On the field to enable the quick-effect re-equipping of "Attraction" Traps, allowing for dynamic disruption.
  • Set "Attraction" Traps: Key disruption pieces like Horror House (monster negate/flip down) or Viking Vortex (bounce) are set and ready to be activated.

Competitive Analysis

Strengths

  • High Consistency: Numerous searchers ensure access to key monsters and traps.
  • Versatile Disruption: "Attraction" Traps offer a wide range of effects to adapt to different threats.
  • Go-First Power: Excels at establishing a powerful board of traps to control the game from the start.

Weaknesses

  • No Resource Recursion: Lacks in-archetype ways to recycle used traps and monsters from the GY or banished pile.
  • Normal Summon Reliant: Very vulnerable to negation on the Normal Summon of key monsters like Comica.
  • Slow Win Condition: Relies primarily on Arlekino to win, which can be slow against decks that swarm the field.

Hybrid Engines & Support

  • Labrynth: The most synergistic hybrid, providing trap searching, special summons, and crucial resource recursion.
  • Dogmatika: Uses the Extra Deck as a resource for powerful removal via cards like Dogmatika Punishment.
  • Pot of Extravagance/Prosperity: Key draw spells that leverage the underutilized Extra Deck for consistency.

TCG Banlist Impact

Banlist Impact

While the Amazement core remains untouched, the archetype's low support reliance (self-contained archetype that benefits from generic Trap support) means restrictions on generic support cards do have an impact.

Affected Synergistic Cards

Forbidden

  • Baronne de Fleur
  • Apollousa, Bow of the Goddess
  • Borreload Savage Dragon

Limited

  • Pot of Prosperity
  • Triple Tactics Talent
  • Solemn Judgment

Meta Implications: Despite restrictions on support cards, Amazement's high adaptability (pure or hybrid builds with Traptrix, Dogmatika, or Labrynth) allows the deck to remain viable with alternative tech choices.

Banlist Status Summary

+ analyzed • 0 archetype restrictions6 synergistic cards restricted