Boo-Boo Game
Trap Normal

Boo-Boo Game

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During damage calculation, if a monster battles: You take no battle damage from that battle. If this Set card in its owner's control is destroyed by your opponent's card effect and sent to the GY: You can target up to 2 Normal Traps in your GY, except "Boo-Boo Game"; Set them to your field. They can be activated this turn. You can only use this effect of "Boo-Boo Game" once per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 8, 2026
45± 8/ 100
Power Score
Intrinsic 44
Deck 45

Boo-Boo Game — Power Evaluation

Final Score: 45 ± 8 · Confidence: Medium

  • Intrinsic: 44 · Deck: 45 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Boo-Boo Game is a Set Trap whose text gives two things: it blanks battle damage in a damage calculation involving a monster, and, only when an opponent's card effect destroys it on the field, it can return up to 2 Normal Traps from the GY to the field, once per turn. Its power is conditional on being set, on the opponent's destruction effect, and on the Normal Trap pool, and it produces no combo or board conversion in the evidence (combos_evidence is empty). The 400-deck presence is almost entirely Labrynth (52% of decks, with Labrynth partners dominating top_partners), so the frequency reflects the archetype's staple slot rather than the card's strength, and it earns no points for being common. The card's ATK/DEF is 0 and irrelevant here; the score comes from accessibility and deck cost, not from the effect's impact.

Axis scores

Axis Score Evidence
Accessibility 50 Present in 400/400 sampled decks at an average of 1.24 copies, but it is a Set-only Trap with no searcher or combo-start evidence (verified deck stat, inferred set route; observed frequency).
Combo & Conversion 25 No recorded combo boards; the text only blanks one battle's damage and conditionally recurs Normal Traps, so conversion to a board is text-only inference (inferred).
Resource Economy 40 The recursion of up to 2 Normal Traps is real card value but gated behind an opponent-effect destruction and once-per-turn use (verified from text; the value is inferred).
Effect & Interaction 25 Battle-damage negation protects the player but does not remove or negate the opponent's cards or effects (verified from text).
Material Utility 5 A Trap card is not a material body and has no level, attribute, or name-providing role (verified from frame_type and text).
Resilience & Flexibility 30 A Set card that needs a specific trigger (opponent's effect destruction) to use its second effect, with a once-per-turn limit; no multi-zone or redundancy evidence (inferred from text).
Deck-Building Efficiency 70 One-copy average and no garnet or lock restriction; it is a cheap, low-commitment slot (observed copies_per_deck; inferred from text).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Utility (Utility is the default blend for the secondary role). Intrinsic ≈ 44, Deck ≈ 45, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Available in 400/400 sampled decks at an average of 1.24 copies, so it is a practical, low-cost slot inside Labrynth
  • Battle-damage negation is a clean, zero-restriction protection effect
  • Second effect can recover up to 2 Normal Traps from the GY, a real resource return when triggered

Weaknesses

  • Second effect requires the card to be destroyed by an opponent's card effect, so the recovery is conditional
  • No combo evidence, so no measured board conversion
  • Protection-only interaction with no negation or removal
  • Not a material body and does not start a line by itself

Counters / choke points

  • Opponent's card effects that do not destroy the card make the recovery effect unavailable
  • Opponent's effects that destroy or clear Set Traps

Best use

Recovery/Recursion trap that protects against battle damage and recovers Normal Traps when destroyed by an opponent's effect. Decks: Labrynth, Dark Magician, Magician Girls. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap Card; Set-only protection effect: no battle damage from a battle involving a monster during damage calculation; Second effect: if destroyed by opponent's card effect and sent to GY, set up to 2 Normal Traps from GY; once per turn; Present in 400/400 sampled decks, average 1.24 copies
  • Observed: Labrynth archetype accounts for 52% of sampled decks (208/400); Top partners are mostly Labrynth cards
  • Inferred: The battle-negation effect is an upkeep-style protection and does not change the game state beyond one battle; Accessibility is through being set, not through search
  • Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no banlist token; assumed 3 copies no usage statistics (StatisticsCard); archetype inclusion inferred from the deck sample only timing of the battle-damage effect beyond 'during damage calculation' is not stated in the text no rulings data











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