Trap
NormalGamble
View:
4105
You can only activate this card when your opponent's hand is 6 or more cards and your hand is 2 or less. Toss a coin and call heads or tails. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn.
Gamble — Power Evaluation
Final Score: 39 ± 8 · Confidence: Medium
- Intrinsic: 40 · Deck: 38 · Meta: provisional
- Primary role: Utility · Secondary: Recovery/Recursion
Why it scores here
Gamble's real output is a conditional draw-to-5 from a hand of 2 or fewer, which is strong when the call is correct and the activation window opens. The window itself is narrow (opponent at 6+ cards, you at 2 or fewer), and the coin flip is 50/50, with a wrong call costing your next turn. Its ATK/DEF and the card being a Trap are not factors; the score reflects only the card's conditional refuel and its tempo risk. The deck evidence confirms it is played in 4 archetypes at one copy each, but there is no combo or guide evidence to show it converts into a board.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | Set trap with a hand-size gate (opponent 6+, you 2 or fewer) and no search route; it is live only in narrow states (verified text; observed in 4 of 4 decks but with no starter role data). |
| Combo & Conversion | 30 | Draw-to-5 from an empty hand is the only conversion, with no combo boards recorded (inferred from text; combo data shows 0 appearances). |
| Resource Economy | 60 | Draws up to 3 or more cards on a correct call, a strong refuel, but a 50/50 coin flip with a skipped turn on a miss (verified text; the coin odds are a 50/50 inference). |
| Effect & Interaction | 5 | No negation, removal, or disruption; the effect is pure card draw (verified text). |
| Material Utility | 5 | A Trap card is not a material body (verified card frame trap). |
| Resilience & Flexibility | 30 | Dies to any opponent response to the activation, and a coin miss costs a turn (inferred from text; no interaction data supplied). |
| Deck-Building Efficiency | 55 | One copy per deck, no garnets, and a trap slot with a mild restriction from the activation window and skip-turn risk (observed 1 copy in all 4 decks; inferred slot cost). |
Calculation
Weight profile: Utility default (no clear role); no secondary blend. Intrinsic ≈ 40, Deck ≈ 38, Meta = provisional. Modifiers: Coin-miss skip-turn cost (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Draws up to 5 cards from a near-empty hand, a large refuel on a correct call
- Single copy per deck with no garnet or lock cost
Weaknesses
- Narrow activation window that requires the opponent to hold 6+ cards while you hold 2 or fewer
- 50/50 coin flip; a wrong call skips your next turn
- No search route, so it is only live if it is already in hand
Counters / choke points
- Opponent interaction on the activation (inferred from trap timing; no counter data supplied)
Best use
Refuel for a hand emptied by the opponent's pressure, paired with coin-flip support (Dice Jar, Second Coin Toss). Decks: Darklord, Arcana Force, Danger!, Pendulum Magician. Suggested copies: 1.
Evidence & gaps
- Verified: Activation window: opponent hand 6+ and your hand 2 or fewer; Coin call: correct draws until hand has 5, wrong skips next turn; Trap Card frame, 1 copy per deck in all 4 decks
- Observed: Present in 4 decks across 4 archetypes; Coin-flip partners Dice Jar and Second Coin Toss appear in 3 of 4 decks
- Inferred: Coin odds treated as 50/50; Draw-to-5 treated as roughly 3 or more cards on a correct call; Responses to the activation are the main counter route
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no starter role / searched-for role breakdown for the 4 decks






