Introduction to Gallantry
Trap Normal

Introduction to Gallantry

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Activate only when your opponent has 5 or more cards in their hand. Your opponent discards 1 random card.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
32± 8/ 100
Power Score
Intrinsic 35
Deck 31

Introduction to Gallantry — Power Evaluation

Final Score: 32 ± 8 · Confidence: Medium

  • Intrinsic: 35 · Deck: 31 · Meta: provisional
  • Primary role: Utility · Secondary: Hand trap

Why it scores here

The card is a set Normal Trap whose only effect is to make the opponent discard one random card, and it activates only while the opponent holds 5 or more cards. That gate is hard to meet on demand, and a random single discard is a weak, one-for-one disruption that does not negate or build anything. The evidence shows one deck and no recorded combos, so the score rests on text inference plus a thin deck signal. High stats do not apply here; the card earns points only for being a cheap, garnet-free trap slot.

Axis scores

Axis Score Evidence
Accessibility 30 A set trap that needs the opponent to hold 5+ cards before it can activate, with no searcher or recorded starter role (verified: card text; observed: as_starter 0 of 0 combos).
Combo & Conversion 10 Does nothing beyond a random discard, with no recorded board or payoff role (verified: card text; observed: 0 combos).
Resource Economy 45 Costs the trap card and removes one random opponent card, which is roughly a one-for-one trade with no refuel (verified: card text; inferred: 1-for-1 value).
Effect & Interaction 30 Soft hand disruption that is random and conditional, with no negation or removal of cards on the field (verified: card text; inferred: situational interaction).
Material Utility 5 A Trap card cannot be used as Xyz, Synchro, Fusion or Link material, so the body contributes nothing here (verified: card type Trap Card).
Resilience & Flexibility 25 A single set trap whose activation gate is easy to fail; no redundancy or multi-zone use is evidenced (inferred: from text; observed: 1 deck, 1 archetype).
Deck-Building Efficiency 55 A trap slot with no garnet or lock restriction, but the conditional activation makes it a low-value slot to spend (verified: card text; inferred: slot cost).

Calculation

Weight profile: 0.7 Utility (primary) + 0.3 Hand trap (secondary). Intrinsic ≈ 35, Deck ≈ 31, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap trap slot with no garnet or lock restriction
  • Forces a random discard when the opponent's hand is large

Weaknesses

  • Activation gate of 5+ opponent hand cards is hard to meet on demand
  • Random one-card discard is weak against a plan that is already committed
  • No negation, removal or board impact

Counters / choke points

  • Opponents keeping hand size under 5 will simply avoid activating it
  • Opponents that empty their hand quickly neutralize it entirely

Best use

Utility trap for hand-heavy opponents. Suggested copies: 1.

Evidence & gaps

  • Verified: Activates only when the opponent has 5 or more cards in hand (card text); Opponent discards 1 random card (card text); Card type is Trap Card, so it cannot be material (card type)
  • Observed: Appears in 1 of the sampled decks, with 1 copy and no archetype (decks_evidence); Appears in 0 recorded combos (combos_evidence)
  • Inferred: The activation gate makes it unreliable in practice (text reasoning); The random discard is roughly a one-for-one trade (text reasoning)
  • 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 single deck sample - deck synergy and resilience are weakly supported











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