Collected Power
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Collected Power

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Target 1 face-up monster on the field; equip it with all Equip Cards on the field. If any of those Equip Cards is now equipped to an incorrect target, destroy that Equip Card.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
41± 8/ 100
Power Score
Intrinsic 40
Deck 42

Collected Power — Power Evaluation

Final Score: 41 ± 8 · Confidence: Medium

  • Intrinsic: 40 · Deck: 42 · Meta: provisional
  • Primary role: Utility · Secondary: Combo enabler

Why it scores here

Collected Power is a single-copy trap whose only function is to equip every Equip Card on the field to one face-up monster, with a self-destruct clause for misplaced equips. It converts into value only when Equip Cards are already on the field, and the evidence contains no combo boards to show it doing that in practice. Its 14-deck presence across 4 archetypes confirms it is a practical, cheap one-of, not a powerful card; that presence was not used to raise the score.

Axis scores

Axis Score Evidence
Accessibility 40 Low-to-mid: a main-deck trap in 14 of 14 decks at 1 copy, but no searcher or draw route appears in the evidence (inferred, with deck presence as observed).
Combo & Conversion 30 Weak: text says it equips all field Equip Cards to one monster, but combo data has 0 boards and no examples (inferred from text).
Resource Economy 35 Mid-low: it is a one-card cost that returns no card advantage or refuel in the text (verified from text).
Effect & Interaction 15 Very low: no opponent-facing negation or removal; the only destruction clause hits its own equips (verified from text).
Material Utility 10 Very low: a trap card with no monster body, so it contributes no material (verified from text).
Resilience & Flexibility 30 Low: a set trap that needs a face-up monster and existing Equip Cards on the field, with no redundancy shown (inferred from text).
Deck-Building Efficiency 70 High: 1 copy in every deck, no garnet or lock, and easy to run (observed from deck data).

Calculation

Weight profile: Utility / no clear role (default), no secondary blend applied. Intrinsic ≈ 40, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap single-copy trap that fits 14 of 14 sampled decks at 1 copy each
  • Spread across 4 archetypes (Armed Dragon, Regenesis, Elemental HERO, Gate Guardian), so it is not tied to one home
  • Equip-sweep effect can convert several field Equip Cards into one stronger threat when they are already out

Weaknesses

  • No combo boards, so its real conversion rate is unknown
  • No searcher or draw route in the evidence, so it is hard to find
  • Needs a face-up monster and Equip Cards already on the field
  • Gives no opponent interaction and no card advantage
  • Its only destruction clause hits its own equips

Counters / choke points

  • Negation of a set trap before it resolves
  • Removing the target monster or the Equip Cards before activation
  • Any field-wipe that removes the Equip Cards it needs

Best use

Utility trap for decks with several Equip Cards on the field. Decks: Armed Dragon, Regenesis, Elemental HERO, Gate Guardian. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap card with the effect: target 1 face-up monster and equip it with all Equip Cards on the field; destroy misplaced Equip Cards (card text); Present in 14 of 14 decks at 1 copy each (deck data); Zero combo appearances and no guides (combo data, guide data)
  • Observed: Spread across 4 archetypes with the highest inclusion (100%) in Gate Guardian (usage statistics); Not in top-card rankings (top-card data)
  • Inferred: Its value depends on Equip Cards already being on the field, so it converts weakly from a cold start; No searcher or draw route exists in the evidence, so accessibility stays moderate-to-low
  • Data gaps: no combos supplied - combo conversion is text-only inference no guides supplied no banlist token - assumed 3 copies (unlimited) no searcher or draw evidence for accessibility











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