Trap
NormalDamage Condenser
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When you take battle damage: Discard 1 card; Special Summon 1 monster from your Deck with ATK less than or equal to the battle damage you took, in face-up Attack Position.
Damage Condenser — Power Evaluation
Final Score: 51 ± 6 · Confidence: Medium
- Intrinsic: 50 · Deck: 51 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Utility
Why it scores here
Damage Condenser is a reactive Normal Trap: it needs the player to take battle damage, costs one discarded card, and returns one monster from the Deck whose ATK is at most the damage taken. It converts a conditional board event into a single body, so its value depends on the opponent attacking and on the summoned monster's ATK. Its high deckbuilding efficiency (one slot, no garnet, usually one copy) and its presence in 28 decks across 16 archetypes support the score, but the observed use is a generic staple rather than evidence of intrinsic power. No combo data was supplied, so the combo and resource axes rest on card text alone.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Set in the Spell/Trap zone and live in 28 decks, but activation needs battle damage first, so it is conditional (observed deck count, verified text). |
| Combo & Conversion | 40 | Turns one discarded card into one Deck monster with ATK at most the damage taken; no combo boards recorded (verified text, inferred conversion). |
| Resource Economy | 45 | Discards one card and gains one body from the Deck, so net card advantage is roughly even (verified text, inferred). |
| Effect & Interaction | 15 | No negation, removal, or disruption; purely a reactive summon (verified text). |
| Material Utility | 35 | The summoned body is chosen by ATK, not by material fit, and the effect gives no material value of its own (inferred). |
| Resilience & Flexibility | 35 | Trap-based, so it can be negated before it resolves, and it needs a specific trigger that the opponent controls (inferred). |
| Deck-Building Efficiency | 75 | Single-slot card, typically 1 copy (observed copies distribution), with no garnet or lock restriction (verified text, observed deck data). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Utility. Intrinsic ≈ 50, Deck ≈ 51, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Cheap, single-slot card that fits 16 archetypes (observed)
- Turns battle damage into a Deck summon with a clear ATK cap (verified text)
- Commonly paired with Call of the Haunted and Monster Reborn in observed decks (observed)
Weaknesses
- Activation depends on the opponent attacking and dealing battle damage (verified text)
- Summoned monster is capped by ATK, so it is a weak body against modern boards (verified text, inferred)
- Provides no interaction beyond the summon (verified text)
Counters / choke points
- Negation of the Trap before it resolves (inferred)
- Opponent avoiding battle damage, so the trigger never happens (inferred)
Best use
Flexible one-copy summon trap that rewards decks already taking battle damage or running Call of the Haunted and Monster Reborn. Decks: Blue-Eyes, Yubel, Predaplant, Branded, Galaxy Photon. Suggested copies: 1.
Evidence & gaps
- Verified: Trap; on taking battle damage, discard 1 card and Special Summon 1 monster from Deck with ATK at most the damage taken, face-up Attack Position; Formats: TCG, OCG, MasterDuel, DuelLinks
- Observed: Used in 28 recent decks, mostly one copy each, across 16 archetypes; Top partners: Call of the Haunted (75%), Monster Reborn (71%)
- Inferred: Conditional on the opponent dealing battle damage, so it is not a reliable proactive starter; Converts one discarded card into one body, so resource economy is roughly even
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






