Armory Call
Trap Normal

Armory Call

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Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Oct 8, 2026
57± 6/ 100
Power Score
Intrinsic 56
Deck 57

Armory Call — Power Evaluation

Final Score: 57 ± 6 · Confidence: Medium

  • Intrinsic: 56 · Deck: 57 · Meta: provisional
  • Primary role: Searcher/Tutor

Why it scores here

Armory Call is a one-card searcher for Equip Spells that also equips the fetched card to a monster, so its value is access to a second card rather than a board of its own. The 223-deck spread across 81 archetypes confirms it is a live, portable staple, but guardrail 3 applies: that breadth earns accessibility and portability, not raw power. With no recorded combo boards, the conversion and interaction scores stay low and the final score is held to the mid-50s.

Axis scores

Axis Score Evidence
Accessibility 75 Searches an Equip Spell from the Deck to hand and is run in 223 decks across 81 archetypes, averaging 1.74 copies (verified, observed).
Combo & Conversion 45 The text only gives search plus equip; the combo evidence is empty, so no starter or payoff role is measured (inferred).
Resource Economy 50 One card spent for one Equip Spell fetched is roughly card-neutral, with no refuel or extra draw in the text (verified, inferred).
Effect & Interaction 10 No negation, removal or hand-trap effect is present in the description (verified).
Material Utility 5 It is a Trap Card with no monster body, so it cannot serve as material (verified).
Resilience & Flexibility 40 It must be set in the backrow and is exposed to backrow removal and trap negation; no counter data was supplied (inferred).
Deck-Building Efficiency 80 It is a single copy-friendly searcher with no garnet or lock; the average of 1.74 copies per deck shows it is cheap to run (observed, inferred).

Calculation

Weight profile: Searcher/Tutor profile only; no secondary role blend. Intrinsic ≈ 56, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Reliable search for an Equip Spell that is itself a Normal Trap
  • Portable across 81 archetypes and several gameplay types
  • Cheap to run: about 1.74 copies per deck and no garnet

Weaknesses

  • No combo evidence, so the conversion score is text-only inference
  • Must be set in the backrow before use, which costs a turn
  • No monster body and no interaction of its own

Counters / choke points

  • Backrow removal and trap negation (inferred from card type; no counter data supplied)

Best use

Searcher for Equip Spells. Decks: Cancer, Greed, Labrynth, Gate Guardian. Suggested copies: 2.

Evidence & gaps

  • Verified: Searches an Equip Spell from the Deck to hand, once per turn (card text); Appears in 223 decks across 81 archetypes (deck data)
  • Observed: Averages 1.74 copies per deck (deck data)
  • Inferred: Counts as a Normal Trap, so it must be set first (card frame and race); Exposed to backrow removal and trap negation (general card type)
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no counter or ruling data for backrow interaction











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