Damage Translation
Trap Normal

Damage Translation

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Halve all effect damage you take this turn. During the End Phase this turn, Special Summon 1 "Ghost Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position for each time you took effect damage this turn.




 
 
AI Power Analysis
UtilityConfidence: LowEvaluated Oct 8, 2026
39± 10/ 100
Power Score
Intrinsic 39

Damage Translation — Power Evaluation

Final Score: 39 ± 10 · Confidence: Low

  • Intrinsic: 39 · Deck: — · Meta: provisional
  • Primary role: Utility · Secondary: Material body

Why it scores here

Damage Translation is a generic Normal Trap that halves effect damage the player takes this turn and, in the End Phase, converts each instance of effect damage taken into a Level 1 DARK Fiend Ghost Token at 0 ATK/0 DEF. The tokens are weak bodies whose value depends on the player first taking effect damage, which the card does not itself cause, so the score is driven by a modest material and flexibility role rather than by any board-breaking effect. No deck, combo or guide evidence was supplied, so nothing in the score is observed; the ATK-less tokens and the low-impact damage reduction earn only moderate points, and the card's low-risk deckbuilding profile is the strongest axis.

Axis scores

Axis Score Evidence
Accessibility 40 Set Trap with no searcher or deck evidence; reachable only as a set backrow card (inferred).
Combo & Conversion 25 Text-only: the token payoff requires effect damage to have been taken, and no combo boards were supplied (inferred).
Resource Economy 35 Converts incidental effect damage into bodies, but only conditionally and with no refuel or draw (inferred).
Effect & Interaction 25 Halves effect damage rather than negating or removing anything; soft, situational interaction (verified).
Material Utility 40 Level 1 DARK Fiend tokens are usable as Level 1 material even though they have 0 ATK/0 DEF (verified text, inferred use).
Resilience & Flexibility 30 Trap in backrow is exposed to backrow removal, and the token effect is conditional on a damage event (inferred).
Deck-Building Efficiency 75 Single Normal Trap with no garnet, lock or brick restriction, legal in all listed formats (verified).

Calculation

Weight profile: 0.7 Utility + 0.3 Material body. Intrinsic ≈ 39, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; Deck = null)

Strengths

  • Halves effect damage taken this turn, a flexible defensive effect
  • Converts effect damage into Level 1 Ghost Tokens that can serve as material
  • Simple, single-copy-friendly Normal Trap with no garnet or lock

Weaknesses

  • Token value depends on the player taking effect damage, which the card does not cause
  • Tokens are 0 ATK/0 DEF and add little board presence
  • Trap in backrow is exposed to backrow removal

Counters / choke points

  • Backrow removal or destruction effects before activation
  • Opponent effects that avoid dealing effect damage to the player

Best use

Situational defensive trap with a minor material payoff; no evidenced deck home. Suggested copies: 1.

Evidence & gaps

  • Verified: Halves effect damage taken this turn; End Phase: Special Summon one Ghost Token (Fiend/DARK/Level 1/0 ATK/0 DEF) in Defense Position per effect-damage instance this turn; Card is legal in TCG, OCG, MasterDuel and DuelLinks
  • Inferred: Primary role is Utility with a secondary Material body role; Tokens are usable as Level 1 material despite zero stats; Accessibility is limited to set backrow use with no searcher routes
  • Data gaps: no decks supplied — deck/synergy signals unavailable 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 no rulings available for interaction timing (e.g., when damage is halved relative to other effect damage)











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