Trap
NormalArmory Call
View:
4157
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.
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






