Trap
NormalBeckoning Light
View:
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.
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






