Gift Card
Trap Normal

Gift Card

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Your opponent gains 3000 Life Points.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
35± 8/ 100
Power Score
Intrinsic 33
Deck 36

Gift Card — Power Evaluation

Final Score: 35 ± 8 · Confidence: Medium

  • Intrinsic: 33 · Deck: 36 · Meta: provisional
  • Primary role: Utility

Why it scores here

Gift Card's printed effect only gives the opponent 3000 Life Points. It draws no card, builds no board, and offers no interaction, so the score comes from it being a plain Normal Trap that is easy to run, not from anything it converts into. Its heavy deck presence (167 decks, average 2.57 copies, top partners Upstart Goblin and Pot of Duality) confirms it is played, not that it is strong; under guardrail 3 that inclusion earns only the accessibility and deckbuilding points. Because the text is self-disadvantageous and the evidence gives no combo or purpose data, the card scores low.

Axis scores

Axis Score Evidence
Accessibility 45 A Normal Trap is live once set and appears in 167 recent decks, but there is no searcher or starter route in the evidence (searched-for role and starter role are both 0) (observed).
Combo & Conversion 5 Text gives no board or follow-up, and there are zero recorded combo appearances, so conversion is near zero (verified).
Resource Economy 5 The only effect gives the opponent 3000 LP, with no draw, search, or recursion, so it is a net handicap for its controller (verified).
Effect & Interaction 0 No negation, removal, or disruption clause exists in the text (verified).
Material Utility 0 A Normal Trap cannot be used as material, so the body contributes nothing here (verified).
Resilience & Flexibility 25 It is a face-down trap with no recovery or multi-zone reach, so one removal or destruction ends its use (inferred).
Deck-Building Efficiency 70 It is a cheap, non-garnet Normal Trap with no lock, and redundant copies are fine (inferred).

Calculation

Weight profile: Utility default (no clear role); no secondary role blend. Intrinsic ≈ 33, Deck ≈ 36, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap, non-garnet Normal Trap that is easy to slot into many decks
  • Appears in 167 recent decks across 28 archetypes, so accessibility of the card itself is real

Weaknesses

  • Effect gives the opponent 3000 LP with no compensating benefit to its controller
  • No interaction, board presence, or card advantage in the printed text
  • Zero recorded combo appearances, so no observed starter, material, or payoff role

Counters / choke points

  • Any trap-destruction or trap-negation effect removes it without cost
  • Not a threat in itself; the opponent gains LP only if the trap resolves

Best use

Utility trap body; its real in-deck function is not stated in the evidence. Decks: Exodia, Darklord, Chain Burn. Suggested copies: 2.

Evidence & gaps

  • Verified: Printed text: 'Your opponent gains 3000 Life Points.' (Normal Trap); 167 recent decks run it, average 2.57 copies, 100 decks at 3 copies; Zero recorded combo appearances
  • Observed: Inclusion is concentrated in Exodia, Chain Burn and Darklord lists (top archetypes 32.9%, 13.8%, 13.2%); Top partners are Upstart Goblin (89.8%) and Pot of Duality (73.1%)
  • Inferred: As printed the card is a net LP handicap to its controller, so its deck role must depend on something outside the text; A guide section on LP-gain cards in Burn lines features this card, which suggests its use is tied to life-point dynamics
  • Data gaps: No combos supplied, so combo conversion is text-only inference No banlist token; assumed 3 copies (unlimited) No usage statistics (StatisticsCard); archetype inclusion inferred from the deck sample only No evidence explains the card's intended in-deck function despite its high deck count Guide snippets describe LP-gain cards generally and do not state how this card is played











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