Damage Gate
Trap Normal

Damage Gate

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When you take battle damage: Target 1 monster in your Graveyard with ATK less than or equal to the amount of damage you took; Special Summon that target.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 8, 2026
44± 8/ 100
Power Score
Intrinsic 46
Deck 42

Damage Gate — Power Evaluation

Final Score: 44 ± 8 · Confidence: Medium

  • Intrinsic: 46 · Deck: 42 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Damage Gate converts one set trap into one free Special Summon from the Graveyard, but only after you take battle damage and only for a monster whose ATK is no greater than the damage taken. It has no negation, no searching, and no body of its own, so its value is a single conditional recursion. The 6 sampled decks confirm it is run as a 1-copy staple across 4 archetypes, which supports real accessibility but not intrinsic strength. The high-ATK monsters that could be revived earn nothing on their own; the damage condition limits what it can bring back.

Axis scores

Axis Score Evidence
Accessibility 40 Set trap that needs you to take battle damage before it activates; 6 sampled decks run 1 copy each across 4 archetypes, but no combo starter or searcher evidence exists (inferred).
Combo & Conversion 30 Revives one Graveyard monster with ATK at or below the damage taken, which is a single-step recursion; no combo boards were supplied to confirm a longer chain (inferred from text).
Resource Economy 55 No cost paid beyond the trap card itself, so it turns one trap card into one free Special Summon from the Graveyard, roughly card-neutral with a tempo gain (verified from text).
Effect & Interaction 15 The effect only Special Summons; it does not negate, destroy, or disrupt the opponent (verified from text).
Material Utility 20 Provides no body as material and is not a monster; it only returns a Graveyard monster to the field (verified from text).
Resilience & Flexibility 25 Single copy in a set trap zone with a battle-damage condition, so it is fragile to being unable to take damage or to the opponent avoiding battle (inferred from text).
Deck-Building Efficiency 75 One slot, no garnet or brick, no self-lock and no banlist restriction in the evidence; runs as a 1-copy staple (verified from deck evidence).

Calculation

Weight profile: Primary role Recovery/Recursion weights; no secondary blend applied. Intrinsic ≈ 46, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Free Special Summon from the Graveyard with no cost beyond the trap
  • Simple, single-trigger timing that is easy to play
  • Runs as a 1-copy staple across 4 archetypes in the sample

Weaknesses

  • Requires you to take battle damage before it does anything
  • Revived monster is capped by the damage taken, so high-ATK bodies may be out of reach
  • Has no negation, removal, or body of its own

Counters / choke points

  • Opponent avoids battle or never lets you take battle damage
  • Opponent removes or banishes Graveyard monsters before the trigger

Best use

Single-copy Graveyard recursion trap that fires after battle damage. Decks: Elemental HERO, Neo-Spacian, Witchcrafter, Dark Magician. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: when you take battle damage, Special Summon one Graveyard monster with ATK at or below the damage taken; Runs 1 copy in all 6 sampled decks across 4 archetypes; Legal in TCG, OCG, MasterDuel and DuelLinks
  • Observed: Partner cards co-occur in 100% of sampled decks (Bladedge, Wildheart, Winged Kuriboh), a co-occurrence, not proof of causal synergy
  • Inferred: Accessibility is limited by the need to take battle damage; Value is capped by the damage taken when choosing a Graveyard target
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) for archetype inclusion no banlist token, assumed 3 copies (unlimited)











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