Trap
NormalHigh Rate Draw
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2543
Destroy 2 or more monsters you control, and if you do, draw 1 card for every 2 monsters destroyed. During your opponent's Main Phase, if this card is in your GY: You can target 1 monster you control; destroy it, and if you do, Set this card, but banish it when it leaves the field. You can only use this effect of "High Rate Draw" once per turn.
High Rate Draw — Power Evaluation
Final Score: 49 ± 8 · Confidence: Medium
- Intrinsic: 47.5 · Deck: 49.3 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Utility
Why it scores here
High Rate Draw converts two or more of your own monsters into draws at one card per two destroyed, so its face-up effect loses a card net. Its real value is the Graveyard loop: it can destroy one of your monsters on the opponent's Main Phase to Set itself again, but it is banished when it leaves the field, which caps the recursion. It appears in 47 sampled decks across 21 archetypes, mostly alongside Tearlaments (74.5% co-occurrence), and that breadth confirms portability but does not raise the score. No combo boards were supplied, so the conversion rating rests on text inference.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | Live in 47 sampled decks but needs two of your own monsters on the field to activate, with no searcher evidence (observed). |
| Combo & Conversion | 40 | The card draws only when it destroys monsters, and no combo boards were supplied to show what that converts into (inferred). |
| Resource Economy | 40 | Destroying two monsters for one draw is a net card loss, and the Graveyard self-Set is a single-use-per-turn refuel that costs a monster each time (verified). |
| Effect & Interaction | 15 | It has no negation or removal aimed at the opponent, and its Graveyard effect destroys your own monster (verified). |
| Material Utility | 20 | As a Trap it provides no material value, and its effect gives no body (verified). |
| Resilience & Flexibility | 45 | The Graveyard effect can repeat, but banishment on leaving the field limits it to one re-Set per cycle (verified). |
| Deck-Building Efficiency | 70 | Single-copy use is typical (average 1.06 copies per deck) and it has no garnet or lock restriction (observed). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Utility (secondary); blend sums to 1.00. Intrinsic ≈ 47.5, Deck ≈ 49.3, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Can re-Set from the Graveyard for repeated use, at one monster destroyed per use (verified)
- Played across 21 archetypes in the sample, so it fits many homes (observed)
- Single-copy use with no garnet or lock cost (observed)
Weaknesses
- Draws one card per two monsters destroyed, a net card loss on the main effect (verified)
- Requires two of your own monsters on the field to activate (verified)
- Banished when it leaves the field, which caps the Graveyard loop (verified)
- No combo boards supplied, so its conversion is unverified (inferred)
Counters / choke points
- Opponent effects that prevent or negate destruction of your monsters (inferred)
- Opponent Trap negation during its activation (inferred)
Best use
Recovery/Recursion with monster-destruction support. Decks: Tearlaments. Suggested copies: 1.
Evidence & gaps
- Verified: Destroy 2+ own monsters to draw 1 per 2 destroyed; Graveyard effect destroys 1 own monster to Set, banished when it leaves the field; Once per turn on the Graveyard effect
- Observed: 47 decks across 21 archetypes; Tearlaments co-occurrence 74.5%; Average 1.06 copies per deck
- Inferred: Conversion of the draw into board value depends on the monsters destroyed
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no rulings supplied






