Trap
NormalEnd of the Line
View:
1945
If your LP are lower than 100: Draw 2 cards, then, if your LP are lower than 10, draw 2 additional cards.
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






