Dig of Destiny
Trap Normal

Dig of Destiny

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When you take battle damage: Draw 1 card. If this card in its owner's control is destroyed by an opponent's card effect: You can draw cards, equal to the number of "Dig of Destiny" in your Graveyard.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
34± 6/ 100
Power Score
Intrinsic 38
Deck 32

Dig of Destiny — Power Evaluation

Final Score: 34 ± 6 · Confidence: Medium

  • Intrinsic: 38.5 · Deck: 31.8 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Dig of Destiny turns battle damage taken into a card draw, and if it is destroyed by an opponent's card effect it can draw more copies of itself from the Graveyard. That earns points mainly on resource_economy and deckbuilding_efficiency, since it is a single-copy trap that takes little deck space. It scores low because it has no combo presence, no interaction, no material value, and only one deck sample, so its 3,435 view count and the Destiny HERO partner list do not add points. Its high-looking draw text is conditional, not a board-altering engine.

Axis scores

Axis Score Evidence
Accessibility 35 Live only after the owner takes battle damage or the card is destroyed by an opponent's effect, and the only deck evidence is a single list (observed, 1 deck; text: verified).
Combo & Conversion 20 No recorded combo boards and no starter, searched, or payoff role; the card's own text draws one card at most per trigger (verified text, observed absence of combos).
Resource Economy 55 Battle-damage draw is roughly card-neutral for the card spent, and the destruction clause can draw more copies from the Graveyard (verified text, inferred net value).
Effect & Interaction 15 No negation, removal, or disruption; the card only draws (verified text).
Material Utility 0 A Trap card cannot be used as material, so the body contributes nothing here (verified frame_type and card type).
Resilience & Flexibility 40 Destruction by an opponent's effect still gives a draw, which is a small value floor, but the card has no redundancy or multi-zone use (verified text, inferred).
Deck-Building Efficiency 70 Single copy, no garnet, no lock, and no restriction on the rest of the deck (observed in the one deck sample, inferred).

Calculation

Weight profile: 0.7 Utility + 0.3 Recovery/Recursion (secondary). Intrinsic ≈ 38.5, Deck ≈ 31.8, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts battle damage taken into a card draw, so a loss still returns cards (verified: card text)
  • The destruction clause draws one card per copy of Dig of Destiny in your Graveyard, which scales with multiple copies (verified: card text)
  • Cheap to run: a single-copy trap that needs no garnet and fits any deck (observed: 1 deck, inferred)

Weaknesses

  • Conditional trigger only: it needs battle damage or an opponent's card effect destroying it, so it is not a proactive play (verified: card text)
  • No combo presence and no interaction, so it does not affect the board (observed: 0 combo appearances)
  • Graveyard-count draw needs multiple copies to matter, and the evidence shows one copy in one deck (observed)

Counters / choke points

  • An opponent who avoids battle damage (no attacks, or negating the damage) denies the first trigger (inferred from text)
  • Destruction that is not caused by a card effect (for example, battle destruction) does not trigger the second draw (verified: card text)

Best use

Utility: a conditional draw trap for decks that take battle damage. Decks: Destiny HERO (single observed deck; the archetype field is empty, id 382). Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: draw 1 on battle damage; draw copies equal to Dig of Destiny in GY if destroyed by an opponent's card effect; Card type Trap, race Normal, not usable as material; Formats TCG, OCG, MasterDuel, DuelLinks
  • Observed: 1 deck sample, 1 copy, 100% no-archetype, gameplay type 4; 0 combo appearances; Guide mention is a Solo Mode rewards list, not a strategy guide; view_count 3435 (not used for score)
  • Inferred: Battle-damage draw is roughly card-neutral for the card spent; Counter by denying battle damage; Deckbuilding cost is low for a single-copy trap
  • Data gaps: no combos supplied, so combo conversion is text-only inference no banlist token; assumed 3 copies (unlimited) no usage statistics (StatisticsCard); inclusion inferred from one deck no rulings supplied for the battle-damage trigger timing single deck sample, so deck synergy and resilience are low-confidence trap sub-type beyond race 'Normal' not stated in evidence guide mention is a Solo Mode rewards list, not a strategy guide











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