Cold Feet
Spell Quick

Cold Feet

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You cannot activate, Set, or use the effects of any Spell/Trap Cards this turn.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Oct 8, 2026
32± 8/ 100
Power Score
Intrinsic 39
Deck 27

Cold Feet — Power Evaluation

Final Score: 32 ± 8 · Confidence: Medium

  • Intrinsic: 39 · Deck: 27 · Meta: provisional
  • Primary role: Floodgate/Control · Secondary: Negation/Interaction

Why it scores here

Cold Feet is a one-card, one-turn lock: it stops both players from activating, Setting, or using the effects of Spell and Trap Cards for the rest of the turn. It converts nothing into board, cards, or material, and its only value is the lock itself, which is symmetric and hits its own Spell/Trap plan as well. The score comes from the interaction axis and from a cheap, single-slot cost, not from any card-advantage or combo evidence. The evidence is one 2023 Zoodiac deck and no combos, so the score stays modest and the uncertainty band is wide.

Axis scores

Axis Score Evidence
Accessibility 35 Quick-Play with no searcher or combo routes in the evidence; live only when drawn in a single deck sample (observed, 1 of 1 sample decks).
Combo & Conversion 5 Zero recorded combo boards and the text builds no body or board by itself (verified, combo data total 0).
Resource Economy 15 A 1-for-1 that spends itself for a turn-long lock with no refuel or draw (verified from text, inferred for net value).
Effect & Interaction 45 Turn-long lock on all Spell/Trap activations and effects, hard to play around once resolved, but symmetric and does not stop already-activated effects (verified from text, inferred for play-around).
Material Utility 0 Spell card, so it is never material and provides no level, attribute, or name (verified from card frame and type).
Resilience & Flexibility 25 Single copy with no redundancy; the lock can be answered in response to its activation, and it only works in turns where the opponent is using Spells/Traps (inferred).
Deck-Building Efficiency 55 One slot with no garnet or brick cost, but it restricts the player's own Spell/Trap plays on the turn it is used (verified from text, inferred for self-restriction).

Calculation

Weight profile: Floodgate/Control primary-role weights only; no secondary blend applied (single decisive primary role). Intrinsic ≈ 39, Deck ≈ 27, Meta = provisional. Modifiers: self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Hard, turn-long lock on Spell/Trap activations and effects that is hard to play around once resolved
  • Single-slot, zero-garnet cost that is easy to splash or run as a one-of
  • Clean, unambiguous rules text

Weaknesses

  • No card advantage, no board, and no material value
  • Symmetric: it restricts the user's own Spell/Trap plays on the same turn
  • Dead in most spots where the opponent does not use Spells or Traps
  • Evidence is a single 2023 deck with no combo boards, so the score rests mostly on text

Counters / choke points

  • Responding to the activation with an effect that resolves before the lock applies (inferred from text: the lock does not stop already-activated effects)
  • Opponent boards that rely on monsters and Effects rather than Spell/Trap cards, which makes the lock close to a dead draw

Best use

Situational one-turn Spell/Trap lock as a tech card. Decks: Zoodiac (1 sample deck). Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: cannot activate, Set, or use the effects of any Spell/Trap Cards this turn; Card type is Quick-Play Spell with no monster attributes, level, or material role; Formats: TCG, OCG, MasterDuel; 1 sample deck (Zoodiac, main deck, 1 copy)
  • Observed: Appears in 1 of 1 sample decks with 1 copy; Zero combo boards recorded, so no starter, searched, material, or payoff roles observed; No usage statistics (StatisticsCard) and no top-card ranking
  • Inferred: Lock is symmetric and also restricts the user's own Spell/Trap plays on that turn; Does not stop effects that were already activated before the lock applied; Dead in boards where the opponent does not use Spells or Traps
  • Data gaps: no combos supplied, so combo conversion and role frequency are text-only inference no guides supplied single sample deck; no archetype inclusion statistics no banlist token; assumed 3 copies (unlimited)











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