Trap
NormalIntroduction to Gallantry
View:
556
Activate only when your opponent has 5 or more cards in their hand. Your opponent discards 1 random card.
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






