Trap
ContinuousDestructive Draw
View:
2545
If either player has no cards in their hand at the start of their Draw Phase, they can draw 1 more card in addition to their normal draw. This card's controller loses 700 Life Points during their End Phase. (If less than 700, they become 0 instead.) When this face-up card is removed from the field, inflict 3000 damage to the player who controlled it.
Destructive Draw — Power Evaluation
Final Score: 37 ± 8 · Confidence: Medium
- Intrinsic: 36.5 · Deck: 37.65 · Meta: provisional
- Primary role: Utility
Why it scores here
Destructive Draw converts an empty hand into one extra draw, but only when a player has no cards in hand at the start of their Draw Phase, and its controller loses 700 LP every End Phase. The 3000-damage clause punishes removal of the card; it does not stop the opponent's play, so it earns no interaction points. Nine recorded decks running it (mostly Greed and D/D/D) confirm that it is played and reachable, not that it is strong, and the high ATK of nothing here is irrelevant; the score rests on the conditional draw, the life-point drain, and the absence of any recorded board evidence.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Run in 9 of 9 sampled decks at a 2.33 average copy count, but it is a set trap with no searcher in the evidence, so access depends on the hand and the Draw Phase condition (observed; inferred for the condition). |
| Combo & Conversion | 25 | No recorded combos (total_combos 0), so conversion rests on text alone: one conditional extra draw and no board presence (inferred). |
| Resource Economy | 40 | The extra draw fires only on an empty hand, and the 700 LP per-turn cost is a real drain, so the net card advantage is conditional (verified from text, observed for deck count). |
| Effect & Interaction | 20 | The 3000-damage clause on removal is a punisher, not disruption; the card stops nothing (verified from text). |
| Material Utility | 5 | It is a face-up Continuous Trap, which cannot be used as Xyz, Synchro, Fusion, or Link material (verified from frame type). |
| Resilience & Flexibility | 30 | The card is dismantled by any removal, though removal triggers 3000 damage to its controller; it has no recursion or redundancy in evidence (inferred from text). |
| Deck-Building Efficiency | 50 | One slot with no garnet, but the 700 LP per-turn drain restricts how the deck can play out (verified from text, inferred for the restriction). |
Calculation
Weight profile: Primary role Utility (default weights); no secondary role blend. Intrinsic ≈ 36.5, Deck ≈ 37.65, Meta = provisional. Modifiers: Self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Draws an extra card when the controller's opponent or the controller has an empty hand at Draw Phase (verified from text)
- Appears in 9 of 9 sampled decks across 5 archetypes, so it is reachable across homes (observed)
- Single slot, no garnet requirement (verified from text and deck counts)
Weaknesses
- The draw clause needs an empty hand at Draw Phase, which is a narrow condition (verified from text)
- 700 LP per End Phase drains the controller every turn it stays face-up (verified from text)
- No combo evidence, so no measured conversion into board or win value (verified from evidence gaps)
Counters / choke points
- Any removal of the face-up card, which inflicts 3000 damage to its controller but still removes the card (verified from text)
- Opponent's hand disruption that keeps the controller's hand full, so the draw clause never fires (inferred)
Best use
Conditional draw trap in decks that empty their hand late in a turn. Decks: Greed, D/D/D, Earthbound, Exodia, Galaxy Photon. Suggested copies: 2.
Evidence & gaps
- Verified: Trap Card, Continuous; the 700 LP End Phase cost and the 3000-damage removal clause are stated in the card text; Extra draw applies only if a player has no cards in hand at the start of their Draw Phase; 9 of 9 sampled decks run the card, averaging 2.33 copies (distribution 1 copy in 3 decks, 3 copies in 6)
- Observed: Partner frequency in decks: Cybernetic Fusion Support, Performapal Popperup, Destruction of Destiny and Lucky Punch each appear in 6 of 9 decks; Distinct archetypes: 5, across a single gameplay type (id 4)
- Inferred: Trap card access is hand-dependent and has no searcher in the evidence; The card does not convert into board presence without an empty hand; Life-point drain acts as a self-restriction in deck planning
- Data gaps: no combos supplied: combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard): archetype inclusion % comes from the 9-deck sample only no banlist token: assumed 3 copies (unlimited) deck recency is 2023-08 to 2023-10, so the sample may be stale against the current meta no rulings supplied for the Draw Phase empty-hand timing






