Endless Traps

Endless Traps

  • ATK:
  • 0

  • DEF:
  • 0

  • View:
  • 627




If you have exactly 3 Traps in your GY, randomly add 1 Trap from your GY to your hand, randomly shuffle 1 Trap from your GY into your Deck, then randomly banish 1 Trap from your GY. This Skill can only be used once per Duel.




 
 
AI Power Analysis
Recovery/RecursionConfidence: LowEvaluated Oct 9, 2026
35± 10/ 100
Power Score
Intrinsic 35

Endless Traps — Power Evaluation

Final Score: 35 ± 10 · Confidence: Low

  • Intrinsic: 35 · Deck: — · Meta: provisional
  • Primary role: Recovery/Recursion

Why it scores here

Endless Traps is a once-per-duel recovery Skill that returns one Trap from the Graveyard to hand, but it only activates when you have exactly 3 Traps in the GY and the selection is random. The score rests on that one recovery and the net +1 hand card, with no deck, combo or guide evidence to show it converts into board or winning value. The 605 view count and the Odion race earned no points, and the card is scored provisionally as Intrinsic only.

Axis scores

Axis Score Evidence
Accessibility 30 The GY trap-count gate (exactly 3) and once-per-duel limit make it unreliable to reach, and no searcher or GY-filling route is in the evidence (inferred).
Combo & Conversion 25 The text only recovers and rearranges Traps and builds no board or extra body, and no combo examples exist (inferred).
Resource Economy 55 The text nets roughly +1 card to hand, with one GY Trap shuffled to Deck and one banished, once per duel (verified).
Effect & Interaction 5 The card has no negation, removal or hand-trap effect in its text (verified).
Material Utility 0 Odion-race Skill cards have no level, attribute or material role in the evidence, so the card cannot serve as material (verified).
Resilience & Flexibility 35 A single once-per-duel activation gated on a GY count gives little redundancy against interaction (inferred).
Deck-Building Efficiency 50 Slot cost and whether it occupies a deck slot are not in the evidence; the mid score reflects that uncertainty (speculation).

Calculation

Weight profile: Recovery/Recursion profile; no secondary role blend applied. Intrinsic ≈ 35, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks or combos; provisional, Deck = null)

Strengths

  • Recovers one Trap from the GY to hand, a net +1 card
  • Once-per-duel activation keeps the effect cheap to include
  • Random selection avoids a fixed-target dependency

Weaknesses

  • Requires exactly 3 Traps in the GY, a narrow activation condition
  • Once per duel, so a single use in a Duel
  • No board presence, no interaction, no material value
  • No deck, combo or guide evidence to confirm practical use

Counters / choke points

  • Keeping the Graveyard Trap count away from exactly 3 shuts the gate (inferred)

Best use

Recovery/Recursion Skill with no archetype or deck evidence. Suggested copies: 1.

Evidence & gaps

  • Verified: Activation requires exactly 3 Traps in your GY; Adds 1 Trap from GY to hand, shuffles 1 Trap from GY into Deck, banishes 1 Trap from GY; Once per Duel; Race Odion, no level/attribute; Formats TCG and OCG
  • Inferred: Net +1 card advantage from the add, once per duel; Trap-count gate is hard to meet reliably in play
  • Data gaps: no decks supplied, deck/synergy signals unavailable no combos supplied, combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), no archetype inclusion data legal copies is empty for TCG and OCG no rulings on random-selection behaviour deck-slot cost of Skill cards not in evidence











https://metaduelist.com/
Top