Beckoning Light
Trap Normal

Beckoning Light

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  • 3049




Discard your entire hand, then for each card you discarded to the GY by this effect, add 1 LIGHT monster from your GY to your hand.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 8, 2026
49± 8/ 100
Power Score
Intrinsic 47
Deck 50

Beckoning Light — Power Evaluation

Final Score: 49 ± 8 · Confidence: Medium

  • Intrinsic: 47.3 · Deck: 50.1 · Meta: provisional
  • Primary role: Recovery/Recursion

Why it scores here

Beckoning Light converts a dead hand into live bodies: it discards the whole hand, then returns one LIGHT monster from the GY per discarded card. Its score comes from that recovery and from its deck fit, which is confirmed by 145 decks, 73.8% of them Lightsworn, with strong co-occurrence with the archetype's core. The card has no interaction, cannot be material, and depends on a hand to discard and LIGHT monsters in the GY, so the intrinsic score stays in the 40s. The 145-deck count and 3005 view count do not raise the intrinsic score; deck frequency only lifts the deck-level synergy term.

Axis scores

Axis Score Evidence
Accessibility 55 Trap card that needs to be set and needs cards in hand to discard; it is in 145 decks at 1–3 copies, but its live window depends on hand size and GY LIGHT monsters (verified text; observed deck count; inferred conditions).
Combo & Conversion 55 The effect turns N discarded cards into up to N LIGHT monsters from the GY, a real hand-to-board recovery, but no combo boards were supplied to measure how far it converts (verified text; inferred conversion).
Resource Economy 55 The discard-then-recover structure swaps dead hand cards for live GY monsters, which is roughly even in card count with the trap spent, so it is a hand-quality trade rather than a true advantage (verified text; inferred).
Effect & Interaction 10 The card has no negation, removal, or opponent-facing effect, so it provides no interaction (verified text).
Material Utility 0 Trap cards cannot be used as Extra Deck or Link material, so it provides no material body value (verified card type).
Resilience & Flexibility 35 Single backrow spot that a negation or backrow removal would stop; no redundancy or second route is shown in the evidence (inferred from type; no counter data supplied).
Deck-Building Efficiency 55 Runs at an average of 1.61 copies, one slot each, with no garnet or self-lock; it costs a trap slot in a deck that also needs hand size (observed deck copies; inferred cost).

Calculation

Weight profile: Recovery/Recursion primary only; no secondary blend. Intrinsic ≈ 47.3, Deck ≈ 50.1, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts a dead hand into up to N LIGHT monsters from the GY, which is a real recovery effect (verified text).
  • Deep deck fit: 145 decks, 73.8% in the Lightsworn archetype, with 80–95% co-occurrence with core Lightsworn staples (observed deck stats).
  • Cheap to run at about 1.6 copies per deck with no garnet or self-lock (observed deck copies).

Weaknesses

  • Needs cards in hand to discard and LIGHT monsters in the GY; it is dead in an empty-hand or empty-GY spot (inferred from text).
  • No interaction, no material value, and a single backrow spot that negation or backrow removal can stop (verified type; inferred).
  • Deck fit is concentrated in one archetype, so its value outside Lightsworn is unproven (observed deck stats).

Counters / choke points

  • No counter data supplied in evidence.
  • Backrow removal or trap negation would stop the card before it resolves (inferred from trap type).

Best use

Recovery/Recursion: refills a dead hand with LIGHT monsters from the GY. Decks: Lightsworn (archetype 732).

Evidence & gaps

  • Verified: Card text: discard the entire hand, then add 1 LIGHT monster from the GY per discarded card.; Card type is trap card; race Normal; legal in TCG, OCG, MasterDuel, DuelLinks.; Top partners are Lightsworn staples at 76–95% co-occurrence.
  • Observed: Appears in 145 recent decks: 107 Lightsworn (732), 19 distinct archetypes.; Copies per deck averages 1.61 (max 3; 70 decks at 1, 61 at 2, 14 at 3).; 81.4% of decks are gameplay type 7; 0 combo boards and 0 guides supplied.
  • Inferred: The card is a Recovery/Recursion piece: it trades dead hand cards for GY monsters.; Its live window depends on hand size and LIGHT monsters in the GY.; Backrow negation or removal would stop it, because it is a trap.
  • 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 counter or ruling data supplied; timing and negation interaction are inferred from trap type











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