Defense Draw
Trap Normal

Defense Draw

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During your opponent's turn, at damage calculation: Make the battle damage you take from this battle 0, and if you do, draw 1 card.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 8, 2026
50± 6/ 100
Power Score
Intrinsic 49
Deck 50

Defense Draw — Power Evaluation

Final Score: 50 ± 6 · Confidence: Medium

  • Intrinsic: 48.7 · Deck: 50.2 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Utility

Why it scores here

Defense Draw reliably turns one incoming battle into a cantrip: it blanks the battle damage from one attack and draws a card, so it converts a set backrow slot into a small, repeatable defensive trade. Its interaction is narrow (battle damage only, no removal or effect negation) and its material value is zero because it is a Trap, so it earns little on the board-conversion or material axes. The score is held up by the 90-deck sample (38 distinct archetypes, 1.44 average copies), which shows it is a consistently run, low-cost staple, not a strong card in its own right; the high view count and generic deck presence were not used to raise the score.

Axis scores

Axis Score Evidence
Accessibility 55 Needs to be drawn and set in a backrow slot before it can be used, but it is run in 90 of 90 sampled decks across 38 archetypes, so it is usually live when needed (observed; deck counts).
Combo & Conversion 15 Text-only: it neither builds a board nor creates a follow-up body; there are no recorded combo boards to confirm otherwise (inferred; no combo evidence).
Resource Economy 45 Spends itself to draw one card, a neutral card-for-card trade with a small upside whenever it is triggered by a real attack (inferred from text).
Effect & Interaction 35 Stops only the battle damage from one battle during the opponent's damage step; it does not stop the attack, the monster, or any effect (verified from card text).
Material Utility 0 A Trap card cannot be used as material, so this axis is zero regardless of the effect (verified from card type).
Resilience & Flexibility 35 Single-use, reactive, and only as live as the backrow it sits in; redundancy comes from running multiple copies rather than from the card itself (inferred; decks observed at 1.44 average copies).
Deck-Building Efficiency 80 One copy in most decks (58 of 90), no garnet or lock restriction, and no archetype requirement, so it is a clean, cheap slot to run (observed; deck copy distribution).

Calculation

Weight profile: 0.7 Removal/Negation + 0.3 Utility (generic fallback), blended. Intrinsic ≈ 48.7, Deck ≈ 50.2, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cantrips on a real attack, so it does not cost net card advantage
  • Cheap, clean, and widely run across 38 archetypes with no restriction
  • Blanks one battle's damage cleanly during the damage step

Weaknesses

  • Battle damage only: no protection against effects, removal, or board-breaking
  • Dead if no attack comes, and it must be set in advance
  • Zero material value and no board conversion

Counters / choke points

  • Backrow removal or Trap-destruction effects that remove it before the attack
  • Effect-based damage or direct attacks that avoid the battle damage step
  • Opponents who simply don't attack into a set backrow

Best use

Cheap backrow defense that cantrips when the opponent attacks into it. Decks: Blue-Eyes, Greed, Crimson Dragon, Trickstar, Exodia, Numeron. Suggested copies: 1.

Evidence & gaps

  • Verified: Battle damage from one battle becomes 0 during the opponent's damage calculation, and the card draws 1 if this happens (card text); Trap card type, so material value is zero (card type); Run in 90 of 90 sampled decks across 38 archetypes; 58 of 90 run one copy (deck evidence)
  • Observed: Inclusion is consistent across gameplay types 4, 7, and 6 (deck evidence); Co-appears with Monster Reborn, Raigeki, and Mirror Force in many decks (deck evidence)
  • Inferred: Defensive value is reactive and depends on the opponent attacking into a set backrow; Net card advantage is roughly neutral because it replaces itself on trigger
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no banlist token — assumed 3 copies (unlimited)











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