Balance
ATK:
0
DEF:
0
View:
3186
Your starting hand will reflect the card balance of your Deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck. You cannot Special Summon or activate monster effects until the end of the Main Phase of your first turn.
Balance — Power Evaluation
Final Score: 28 ± 10 · Confidence: Medium
- Intrinsic: 30 · Deck: — · Meta: provisional
- Primary role: Utility
Why it scores here
Balance is a passive Skill that reshapes the opening hand toward the deck's card-type balance, so it converts a deck-composition condition into better starting resources, not into board presence. It has no interaction, no body, and no recorded combo or deck evidence, so the score sits low. The high-impact text is conditional (it only activates with at least 6 Monsters, 6 Spells and 6 Traps in the Deck) and locks monster effects for the first Main Phase, which costs deckbuilding and turn-one flexibility. Its raw effect is not a power driver; the score comes from how little it converts into winning value on its own.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Skill is selected before the duel and its effect applies to the opening hand every game, but only when the deck meets the 6/6/6 type threshold (verified text; the reliability of that condition is inferred). |
| Combo & Conversion | 10 | Builds no board and has no combo starter, payoff or end-board role in the evidence, which has zero combos (inferred from text; no combo data). |
| Resource Economy | 45 | Improves hand quality by rebalancing starting cards but gives no card advantage, refuel or recursion (verified text; inference on value). |
| Effect & Interaction | 5 | No negation, removal or hand-trap reach; the only restriction is self-applied (verified text). |
| Material Utility | 10 | No monster body, level, attribute or name, so it provides no material value (verified text). |
| Resilience & Flexibility | 40 | Opponent cannot interrupt the opening-hand adjustment, but it depends on the deck threshold and a turn-one monster-effect lock (inferred from text). |
| Deck-Building Efficiency | 30 | Requires a balanced 6/6/6 Monster-Spell-Trap composition and restricts first-turn monster effects, which constrains deck construction (verified text; inferred cost). |
Calculation
Weight profile: Utility default (no clear role); single role, no blend. Intrinsic ≈ 30, Deck ≈ —, Meta = provisional. Modifiers: self-locking restriction (-2). Final formula: Final = Intrinsic (no decks and no combos; Deck = null) - 2 self-locking modifier
Strengths
- Adjusts the opening hand toward the deck's card-type balance, a consistent starting-resource benefit when the condition is met
- No deckbuilding slot cost beyond the 6/6/6 composition requirement
Weaknesses
- Only activates when the Deck has at least 6 Monsters, 6 Spells and 6 Traps
- Locks monster effects until the end of the first Main Phase
- No board presence, interaction, material value or card advantage
- No deck or combo evidence to confirm a practical role
Best use
Utility skill (opening-hand adjustment).
Evidence & gaps
- Verified: Starting hand reflects the Deck's card-type balance; Skill activates only with at least 6 Monsters, 6 Spells and 6 Traps in the Deck; Monster effects cannot be Special Summoned or activated until the end of the first turn's Main Phase
- Inferred: Primary role is Utility because the card has no board, interaction or material function; Score is provisional without deck or combo evidence
- Data gaps: no decks supplied — deck/synergy signals unavailable no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only guide mention is tangential (a skill-selection section), not a role description no copy-limit or format-specific legality for a Skill Card





