Court of Cards
Trap Continuous

Court of Cards

  • Archetype:
  • Knight

  • View:
  • 4366




If you control no monsters, or only control "Queen's Knight", "King's Knight", and/or "Jack's Knight": You can Special Summon 1 "Queen's Knight", "King's Knight", or "Jack's Knight" from your hand or GY. You can banish up to 1 each "Queen's Knight", "King's Knight", and/or "Jack's Knight" from your hand and/or GY; draw the same number of cards you banished. You can only use 1 "Court of Cards" effect per turn, and only once that turn.




 
 
AI Power Analysis
Recovery / RecursionConfidence: MediumEvaluated Oct 8, 2026
51± 8/ 100
Power Score
Intrinsic 48
Deck 53

Court of Cards — Power Evaluation

Final Score: 51 ± 8 · Confidence: Medium

  • Intrinsic: 48 · Deck: 53 · Meta: provisional
  • Primary role: Recovery / Recursion · Secondary: Extender

Why it scores here

Court of Cards reliably converts its Knight network into a live body from hand or GY and draw for each Knight banished, which earns the Recovery/Recursion and resource points. It has no opponent interaction and is a trap, not a monster, so it earns nothing on material utility or interaction, and its ATK-free text is not inflated by the 69-deck sample. The 69-deck sample with near-universal Knight partners confirms it is practical in the Knight shell, but without combo data the conversion score stays text-only and moderate.

Axis scores

Axis Score Evidence
Accessibility 65 Set from hand into the trap zone and reliant on Queen's, King's and Jack's Knight, which appear in 67 to 69 of 69 decks (observed; the card itself is a set trap that cannot activate the turn it is set, inferred).
Combo & Conversion 45 The text gives one Knight Special Summon plus a draw per banish, but no combo boards were supplied, so conversion is text-only (inferred).
Resource Economy 70 Banishing from hand is card-neutral while banishing from GY is a net gain, and each banish draws the same number, so value is repeatable once per turn (verified from text).
Effect & Interaction 5 No negation, removal or hand-trap reach; it provides no opponent interaction (verified from text).
Material Utility 0 A trap card is never material, so the score is zero by definition (verified from text).
Resilience & Flexibility 45 Face-up continuous trap in the spell/trap zone, exposed to backrow removal, with one use per turn shared across both effects (verified from text, inferred for interaction exposure).
Deck-Building Efficiency 60 One slot at 1 to 3 copies with average 1.41 copies per deck, no garnet, and a mild restriction to the Knight shell (observed from deck data).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Extender. Intrinsic ≈ 48, Deck ≈ 53, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Two effects that convert Knights in hand and GY into a body and draw, repeatable once per turn
  • Live in the Knight shell that appears in nearly every sampled deck
  • No garnet cost and only one slot

Weaknesses

  • No opponent interaction and no material value
  • Depends on the Knight cards being present, so it is dead without them
  • Set trap that cannot be used the turn it is set and is exposed to backrow removal

Counters / choke points

  • Backrow removal or trap destruction, which can remove the set card before its turn (inferred)

Best use

Recovery/Recursion trap in Knight-based decks, used for summoning and drawing from Knights in hand or GY. Decks: Three Musketeers, Poker Knights, Tellarknight. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: summon one Knight from hand or GY, banish up to one of each Knight from hand or GY to draw the same number, once per turn shared across effects; Trap card, Continuous, Knight archetype, legal in TCG, OCG, MasterDuel and DuelLinks
  • Observed: Present in 69 of the sampled decks, with 37.7 percent in Three Musketeers and average 1.41 copies per deck; King's Knight, Queen's Knight and Jack's Knight appear in 100, 98.6 and 97.1 percent of those decks
  • Inferred: A set Continuous trap cannot activate the turn it is set and is exposed to backrow removal; The 19 distinct archetypes are mostly null or Knight-adjacent, so portability is narrower than the raw count implies; Recovery/Recursion primary role with Extender secondary, from the text's GY summon and draw
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only no average starter count, so DeckResilience is judged from the archetype spread alone











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