Emergency Provisions
Spell Quick

Emergency Provisions

  • View:
  • 4860




Send any number of other Spell/Trap Cards you control to the Graveyard; gain 1000 LP for each card sent to the Graveyard this way.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
43± 8/ 100
Power Score
Intrinsic 42
Deck 44

Emergency Provisions — Power Evaluation

Final Score: 43 ± 8 · Confidence: Medium

  • Intrinsic: 42 · Deck: 44 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Emergency Provisions converts dead Spell/Trap backrow into 1000 LP per card, with no board, no card advantage and no interaction. Its power is limited to a flexible life-point gain that depends on having spare backrow to send. The 213 matched decks confirm it is a consistently run staple, but that inclusion is frequency, not strength, so it earns only modest points. Its high accessibility and generic text carry the score, while the lack of combo evidence keeps conversion and synergy low.

Axis scores

Axis Score Evidence
Accessibility 55 It is a Quick-Play Spell run in 213 of 213 matched decks at 1-3 copies, so it is reliably drawn, but no searcher or combo route is recorded (observed, inferred).
Combo & Conversion 25 Its text produces only life points and no board, and combos_evidence records zero appearances (verified, inferred).
Resource Economy 30 It sends own Spell/Trap cards to the GY for LP, which converts backrow into life but gives no card advantage (verified).
Effect & Interaction 5 It has no negation, removal or hand-trap reach (verified).
Material Utility 0 It is a Spell card and cannot be Xyz, Synchro, Link or Fusion material (verified).
Resilience & Flexibility 45 It is Quick-Play and usable in many turns, but it has no recovery and depends on backrow being present (verified, inferred).
Deck-Building Efficiency 55 It is a cheap 1-3 copy slot with no garnet or lock, but it is a dead card when no backrow is available (observed, inferred).

Calculation

Weight profile: 0.7 Utility + 0.3 Recovery/Recursion. Intrinsic ≈ 42, Deck ≈ 44, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Quick-Play flexibility lets it respond on the opponent's turn.
  • Life gain from backrow that would otherwise be dead.
  • Simple, unambiguous text with no timing or lock clauses.
  • Cheap 1-3 copy slot that spreads across 52 archetypes.

Weaknesses

  • No board presence, card advantage or interaction.
  • Needs spare Spell/Trap cards on the field to convert.
  • Life gain alone rarely decides a duel.
  • No combo evidence to show what it enables.

Counters / choke points

  • Not applicable; it is a passive life-point gain with no board to answer.

Best use

Utility / life-point buffer when backrow is spare. Decks: Runick (Mysterune), Greed, Paleozoic, Tearlaments, Kashtira, Danger!. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: send any number of other Spell/Trap cards you control to the GY and gain 1000 LP per card sent.; Quick-Play Spell, legal in TCG, OCG, MasterDuel and DuelLinks, goat 2 copies.; Appears in 213 of 213 matched decks with 1-3 copies each.
  • Observed: Frequent Runick-heavy partner list (Runick Fountain, Runick Tip and others in 84 of 213 decks).; Zero combo appearances in the recorded boards.
  • Inferred: Its value depends on having spare Spell/Trap cards on the field.; Its generic text lets it slot into many archetypes.
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only











https://metaduelist.com/
Top