Trap
NormalChain Hole
Archetype:
Hole
View:
5101
When your opponent activates a monster effect in response to a card or effect activation: Negate that opponent's effect, then, your opponent can banish 1 card from their hand or Deck with the same original name as that negated card. If they did not, you can banish 1 random card from their hand.
Chain Hole — Power Evaluation
Final Score: 58 ± 6 · Confidence: Medium
- Intrinsic: 56 · Deck: 59 · Meta: provisional
- Primary role: Negation/Interaction · Secondary: Removal
Why it scores here
Chain Hole is a set Normal Trap whose value is a chain-response negation of an opponent's monster effect, followed by a one-for-one hand or Deck disruption (the opponent banishes a same-name card or Chain Hole's controller banishes a random card from their hand). The score comes from interaction and resource trade, not from building a board: combo conversion is low because no combo boards were recorded, and material utility is near zero because it is a non-monster. Its high deck presence (400 of 400 sampled decks, 1.23 copies average) supports accessibility and cheap deckbuilding, but that frequency is not counted as extra power under guardrail 3.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | Text gives no search or draw route, and no as_starter or as_searched data exists, but it is in all 400 sampled decks at 1.23 copies, so it is reliably available as a set trap (observed). |
| Combo & Conversion | 25 | Zero recorded combo boards and no combo examples; the card does not build a board on its own, so this is text-only inference (inferred). |
| Resource Economy | 55 | The opponent loses a card on the banish branch, or Chain Hole's controller banishes a random card from the opponent's hand, so the exchange is roughly one-for-one with mild hand disruption (inferred from text). |
| Effect & Interaction | 60 | Negates a monster effect activated in response to a card or effect activation, but only monster effects and only in that chain window, so it is narrower than a general negate (verified from text). |
| Material Utility | 5 | A Trap Card cannot be used as material, so this axis is near zero by definition (verified from card type). |
| Resilience & Flexibility | 40 | Trap-based and one-shot; it can be stopped by opponent Trap-negation or set-prevention, and redundancy comes only from 1-2 copies per deck (inferred from text and deck copies). |
| Deck-Building Efficiency | 75 | Normal Trap with no garnet or lock, 1 to 2 copies per deck across 53 archetypes, and cheap to splash (observed from deck distribution plus inferred from text). |
Calculation
Weight profile: Removal/Negation profile used for both primary and secondary roles (the same row covers both, so no 0.7/0.3 blend was applied). Intrinsic ≈ 56, Deck ≈ 59, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Negates a monster effect in the chain at no extra cost beyond the trap itself
- The banish branch adds hand or Deck disruption to the negation
- Present in all 400 sampled decks at about 1.2 copies, showing it is a consistent Trap-line piece
- Spread across 53 archetypes, so it works in many homes
Weaknesses
- Only hits monster effects, and only in the chain window after a card or effect activation
- Trap-based, so it can be answered by opponent Trap-negation or set-prevention
- No recorded combo boards, so combo conversion rests on text alone
- Adds no board presence and no material value
Counters / choke points
- Opponent Trap-negation or set-prevention effects (inferred from text; no counter evidence in the pack)
- Opponent plays that avoid chaining monster effects into a Trap window (inferred from text)
Best use
Negation/Interaction. Decks: Traptrix, Ragnaraika, Hole.
Evidence & gaps
- Verified: Text: negates a monster effect activated in response to a card or effect activation; then the opponent banishes a same-name card or the controller banishes a random card from the opponent's hand; Card type is Trap Card, so it cannot be material; 400 of 400 sampled decks run it, average 1.23 copies, with 1 to 3 copies seen
- Observed: Traptrix archetype (623) is in 54.5% of sampled decks; Gameplay type 7 accounts for 80.2% of sampled decks; Top partners co-occur in about 84% of decks
- Inferred: Acts as a one-for-one negation with hand disruption; Set-trap accessibility is reliable because of deck count, not searchers; Splash-friendly and redundant at 1 to 2 copies
- Data gaps: no combos supplied, so combo conversion is text-only inference no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only no ruling notes for the 'same original name' banish timing no dated metagame sample, so meta_power is null guide evidence is one negate-section mention with no role description






