Spell
NormalInto the Void
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If you have 3 or more cards in your hand: Draw 1 card, and if you do, during the End Phase of this turn, discard your entire hand.
Into the Void — Power Evaluation
Final Score: 45 ± 6 · Confidence: Medium
- Intrinsic: 43 · Deck: 46 · Meta: provisional
- Primary role: Utility
Why it scores here
Into the Void converts a full hand into a single extra card, and only when the hand already holds 3 or more cards. Its end-phase clause discards the entire hand, so the card is a hand-dump finisher and not a net source of advantage. It has no searching, board, or interaction component, so its score comes from accessibility across many archetypes and from clean deckbuilding, not from raw power. The 400-deck and 91-archetype spread shows it is a real, practical staple, but that breadth is treated as portability, not as evidence of strength. High partner rates with Triple Tactics Talent and Upstart Goblin indicate hand-pad support rather than intrinsic power.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Present in all 400 sampled decks at a typical 3 copies across 91 archetypes, but it is only live with 3+ cards in hand and has no search route (observed). |
| Combo & Conversion | 30 | Appears in 6 of 6 recorded boards with average power index 36.3, but never tagged as starter, searched, or payoff, and it adds at most one card (observed). |
| Resource Economy | 25 | Draws 1 card, then the end-phase clause discards the whole hand, so the card is a net hand loss outside a deliberate hand-dump (verified from text). |
| Effect & Interaction | 5 | No negation, removal, or hand-trap effect in the card text (verified from text). |
| Material Utility | 5 | A Spell Card with no Level, Rank, or Link body, so it provides no material value (verified from text). |
| Resilience & Flexibility | 35 | Single conditional draw with no recursion or redundancy beyond the three-copy line; it fails whenever the hand is below 3 cards (inference). |
| Deck-Building Efficiency | 60 | Cheap to run at 1 to 3 copies with no garnet, but TCG is Limited to 1 and the forced hand-discard restricts how the deck can play (verified from legal copies and text). |
Calculation
Weight profile: Utility / no clear role (default), single role so no blend. Intrinsic ≈ 43, Deck ≈ 46, Meta = provisional. Modifiers: TCG Limited-to-1 (-2); Self hand-discard restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Live in opening-to-midgame hands whenever 3+ cards are held, across 91 archetypes
- Cheap to run at 1 to 3 copies with no garnet requirement
- Works as a hand-dump finisher for combo lines that want to empty the hand
Weaknesses
- Net hand loss unless the discard is deliberate
- No search, board presence, or interaction
- Dead when the hand holds fewer than 3 cards
Best use
Utility hand-fill draw with a hand-dump finisher. Decks: Sky Striker, Endymion, Tenpai Dragon.
Evidence & gaps
- Verified: Text: draw 1 if 3+ cards in hand, then discard entire hand at End Phase; Spell Card with no Level, Rank, or Link body; TCG legal copies is 1
- Observed: Present in 400 sampled decks, typical 3 copies, 91 archetypes; Appears in 6 of 6 recorded combos, average power index 36.3, 0 starter/searched/material/payoff tags
- Inferred: Live only with 3+ cards in hand, so accessibility is conditional; Hand-dump use is the main practical value; the draw is secondary
- Data gaps: No counter or interaction evidence supplied, so counters is empty Combo sample is small (6 boards) and role tags are empty No rulings or metagame sample supplied Usage statistics cover only 2 archetypes






