Common Charity
Trap Normal

Common Charity

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Draw 2 cards, then banish 1 Normal Monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
39± 8/ 100
Power Score
Intrinsic 41
Deck 42

Common Charity — Power Evaluation

Final Score: 39 ± 8 · Confidence: Medium

  • Intrinsic: 41 · Deck: 42 · Meta: provisional
  • Primary role: Utility · Secondary: Extender

Why it scores here

Common Charity converts a live trap slot into two cards of draw, but the banish-a-Normal-Monster clause means it is card-neutral in hand, and its hand-dump branch is a real downside when no Normal Monster is present. It has no interaction, no material value, and no recorded combo presence, so those axes score near zero. The 12-deck sample is concentrated in Exodia (7 of 12), which confirms the card is practically playable but not that it is strong. High copy counts and inclusion percentages were not allowed to raise the score.

Axis scores

Axis Score Evidence
Accessibility 45 Live as a set trap that draws 2 on activation, but only in decks with a steady supply of Normal Monsters; 12 decks in 5 archetypes, 7 of them Exodia (observed, decks_evidence).
Combo & Conversion 40 Text converts one card into a draw of two, with no recorded boards or starter/payoff roles to confirm more (inferred from text; combos_evidence empty).
Resource Economy 55 Draw 2 is offset by the mandatory banish of one Normal Monster from hand, so card advantage is roughly even, with a hand-dump downside if no Normal Monster is held (inferred from text).
Effect & Interaction 0 No negation, removal, or disruption on the card text (verified from description).
Material Utility 0 A Trap Card cannot be used as material and provides no body (verified from card type).
Resilience & Flexibility 35 Single-use draw trap that can be negated before resolving and offers no recursion, so it has limited redundancy (inferred from text).
Deck-Building Efficiency 60 Three copies are routinely run with no garnet or lock, but the card requires a Normal Monster supply, a mild restriction (observed copies_per_deck avg 2.5; inferred restriction).

Calculation

Weight profile: 0.7 Utility + 0.3 Extender. Intrinsic ≈ 41, Deck ≈ 42, Meta = provisional. Modifiers: Conditional self-restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Draws two cards for a single trap slot
  • Runs in an established archetype (Exodia, 7 of 12 sampled decks)
  • Inexpensive to run with a 2.5 average copy count

Weaknesses

  • No interaction or negation
  • Net-neutral card advantage once the banish is counted
  • Hand-dump downside when no Normal Monster is held
  • No recorded combo or board presence

Best use

Utility / card draw in Normal-Monster-supported decks. Decks: Exodia, Grepher, Shiranui. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: draw 2, then banish 1 Normal Monster from hand, or send entire hand to GY if none; Card type: Normal Trap, no material or interaction text; 12 decks, Exodia 7 (58.3%), Grepher 100% inclusion at typical 2 copies
  • Observed: Copies per deck average 2.5 across 12 decks; Top partners: Luster Dragon 75%, Exodia pieces 66.7%; No combo appearances recorded (appearances 0)
  • Inferred: Card-neutral in hand after the banish cost; Hand-dump branch is a real downside when no Normal Monster is held; Exodia pieces are probably the Normal Monster supply (not stated in evidence)
  • Data gaps: No combo boards supplied, so combo conversion rests on text alone No guides supplied No banlist token, so 3 copies were assumed Normal Monster count in decks is not in the evidence Frequency of the hand-dump branch is unknown











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