Trap
ContinuousInfinite Light
Archetype:
Timelord
View:
5076
Activate this card by sending 1 face-up "Infinite Machine" from your Spell & Trap Zone to the GY. This face-up card cannot be destroyed by your opponent's card effects. Neither player can target "Timelord" monsters you control with card effects, or return "Timelord" monsters from the field to the Deck. Once per turn, if you control no monsters: You can Special Summon up to 1 "Timelord" monster each from your hand, Deck, and GY, with different names, ignoring their Summoning conditions.
Infinite Light — Power Evaluation
Final Score: 54 ± 8 · Confidence: Medium
- Intrinsic: 54 · Deck: 54 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Recovery/Recursion, Floodgate/Control
Why it scores here
Infinite Light is a Timelord-locked Continuous Trap whose value is a conditional summon engine: when its controller has no monsters, it Special Summons up to one Timelord each from hand, Deck and GY, ignoring summoning conditions, once per turn, at the cost of sending a face-up Infinite Machine to the GY. Its protection (no card-effect destruction of itself, no targeting or bounce of Timelords) raises resilience, and 1 to 3 copies are cheap to run. The 86-deck count and 4997 views are popularity signals and did not raise the score; the score is held down by the empty-board condition, the Infinite Machine setup requirement, the absence of any combo data, and Timelord-only deck fit.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Infinite Machine is the top partner at 100% co-occurrence, but the card needs a face-up Infinite Machine to activate and the summon needs an empty monster zone, so it is not reliably live from the opening hand (verified text, observed partner stat). |
| Combo & Conversion | 55 | The text can summon up to three different Timelords in one once-per-turn activation, but no combo boards were supplied to confirm how far it converts from a realistic start (inferred from text). |
| Resource Economy | 50 | It costs one face-up Infinite Machine and returns value by summoning up to three Timelords from hand, Deck and GY, with no direct draw or search (inferred from text). |
| Effect & Interaction | 45 | It offers protection rather than negation: opponents cannot destroy it with card effects and cannot target or bounce Timelords with card effects (verified text). |
| Material Utility | 20 | Its own body is a trap, and the evidence shows no material role for it (inferred from text, no combo data). |
| Resilience & Flexibility | 65 | Being a face-up Continuous Trap that resists opponent card-effect destruction lets its engine persist across turns, though effect-negating hand traps still apply (verified text, inferred). |
| Deck-Building Efficiency | 75 | Average 1.78 copies per deck (45 decks at 1, 15 at 2, 26 at 3) with no garnet or lock cost, though it is restricted to Timelord shells (observed deck stats). |
Calculation
Weight profile: 0.7 Starter/Combo enabler + 0.3 Recovery/Recursion. Intrinsic ≈ 54, Deck ≈ 54, Meta = provisional. Modifiers: Archetype-locked deck fit (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Protects itself from opponent card-effect destruction and shields Timelords from card-effect targeting and bounce
- Summons up to three different Timelords from hand, Deck and GY in one once-per-turn activation when the board is empty
- Cheap to run at 1 to 3 copies with no garnet or lock cost
Weaknesses
- Requires a face-up Infinite Machine to activate
- Summon condition requires controlling no monsters
- Deck fit is locked to Timelord archetypes
- No combo or guide evidence to confirm conversion
Counters / choke points
- Effect-negating hand traps that stop its activation (inferred from text)
- Removing Infinite Machine or forcing the controller to keep a monster on field (inferred from text)
- Non-card-effect removal such as battle destruction still works against its protected targets (inferred from text)
Best use
Summon engine and protection for the Timelord board. Decks: Timelord (archetype 700), Timelord (archetype 1301), Timelord (archetype 274). Suggested copies: 2.
Evidence & gaps
- Verified: Activation cost: send 1 face-up Infinite Machine from the Spell and Trap Zone to the GY; The face-up card cannot be destroyed by opponent's card effects; Neither player can target face-up Timelord monsters you control with card effects, or return Timelords from the field to the Deck; Once per turn, if you control no monsters: Special Summon up to 1 Timelord each from hand, Deck and GY, with different names, ignoring Summoning conditions; Infinite Machine is the top partner at 100% co-occurrence (86 of 86 decks)
- Observed: 86 decks run it, all in the main deck; Average 1.78 copies per deck, with 45 at 1 copy, 15 at 2 and 26 at 3; 65 of 86 decks sit in three Timelord archetypes (700, 1301, 274); Spread across 5 gameplay types, with 16 archetype labels in total; Core partners include Zaphion (91.9%), Michion (90.7%) and Metaion (90.7%)
- Inferred: Converts a cleared board into up to three Timelord bodies in one activation; Needs a face-up Infinite Machine and an empty monster zone, so it is conditional rather than opening-hand live; Protection keeps the engine on board against card-effect removal, but battle destruction and effect negation are not blocked; Non-Timelord deck fit is minimal given the 1 to 3 decks per other archetype
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no StatisticsCard usage statistics, so archetype inclusion is inferred from the deck sample only no banlist token, so 3 copies (unlimited) is assumed Infinite Machine card text and type not supplied, so its activation route is taken from this card's text only no evidence for viability outside Timelord decks






