End of the Line
Trap Normal

End of the Line

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If your LP are lower than 100: Draw 2 cards, then, if your LP are lower than 10, draw 2 additional cards.




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

End of the Line — Power Evaluation

Final Score: 42 ± 8 · Confidence: Medium

  • Intrinsic: 42 · Deck: 43 · Meta: provisional
  • Primary role: Utility

Why it scores here

End of the Line is a Trap that draws 2 cards only while LP is below 100, and 2 more only while LP is below 10. Its value is a conditional, late-game draw that converts a near-dead state into up to four cards, so the resource axis carries most of the score. It is not a body, has no interaction, and the deck sample (22 decks, mostly Dinomorphia) confirms it is a practical slot rather than an inflated one. High frequency and the 9 archetype spread were not used to raise the score; the card's narrow trigger condition keeps it in the low-to-mid range.

Axis scores

Axis Score Evidence
Accessibility 40 A set Trap that is live once set, but its draw needs LP under 100 and it is found only through deck-specific routes; 22 decks run it, 8 of them Dinomorphia (verified deck stat; activation condition from card text; the remaining route quality is inferred).
Combo & Conversion 35 No recorded combo boards, so conversion is text-only: a flat draw of 2 or 4 with no board or setup payoff (inferred from text; no combo data).
Resource Economy 55 Draws 2 at LP under 100 and 4 total at LP under 10, a net +2 to +3 cards at best but only in a dire state (verified from card text).
Effect & Interaction 10 No negation, removal, or opponent disruption (verified from card text).
Material Utility 0 A Trap card is not a monster and cannot be used as material (verified from card type).
Resilience & Flexibility 35 A face-down Trap that can be negated, and its draw is conditional on a state that is rarely reached early; redundancy comes only from 1 to 3 copies per deck (inferred).
Deck-Building Efficiency 65 Cheap to run at 1 copy in most decks (18 of 22 decks run 1 copy), with no garnet or self-lock restriction (verified deck stat; inferred from text).

Calculation

Weight profile: Utility default weights (no secondary role blend). Intrinsic ≈ 42, Deck ≈ 43, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Draws up to 4 cards when LP is very low, a real refuel in a dire state
  • Runs cheaply at 1 copy with no garnet or self-lock
  • Practical in 22 recent decks across 9 archetypes, mostly Dinomorphia

Weaknesses

  • Draw requires LP under 100, so it is dead in most of the game
  • Not a body, so no material or board presence
  • No interaction and no combo evidence to show board conversion

Counters / choke points

  • Negation of the face-down Trap
  • Keeping LP above 100 denies the draw entirely

Best use

Late-game conditional draw Trap in a deck that can drop LP. Decks: Dinomorphia. Suggested copies: 1.

Evidence & gaps

  • Verified: Draws 2 cards if LP is under 100; draws 2 more if LP is under 10 (card text); Trap card type, no monster body (card type); Appears in 22 decks, 18 at 1 copy and 4 at 3 copies, mostly Dinomorphia (deck stat)
  • Observed: Dinomorphia is the dominant home, with 8 decks and strong co-occurrence with Dinomorphia partners at 77 to 95 percent (deck stat)
  • Inferred: Playable as a late-game refuel rather than an early-game draw (from the LP condition); Redundancy is limited because the card needs a specific state to matter (from text)
  • Data gaps: no combos supplied, so combo conversion is text-only no guides supplied no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only no banlist token, assumed 3 copies (unlimited) card race field reads 'Normal' on a Trap card, a data oddity not used in scoring











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