Spell
NormalJack-In-The-Hand
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4873
Reveal 3 Level 1 monsters with different names from your Deck, your opponent adds 1 to their hand, you add 1 to your hand, and you shuffle the third into the Deck. You can only activate 1 "Jack-In-The-Hand" per turn.
Jack-In-The-Hand — Power Evaluation
Final Score: 58 ± 6 · Confidence: Medium
- Intrinsic: 56 · Deck: 60 · Meta: provisional
- Primary role: Searcher/Tutor
Why it scores here
Jack-In-The-Hand is scored as a Searcher: its value is that a single Spell reliably turns a Deck of Level 1 monsters into one card in hand plus one card for the opponent. It is live in 400 of 400 sampled decks across 77 archetypes, and its recorded boards show a net card advantage of +2 to +3, but the boards are few (2) and it has no starter or payoff role. High deck presence is accessibility and portability, not raw strength (guardrail 3), and the card gives the opponent a card, so it earns no interaction credit.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 72 | Live in all 400 sampled decks at about 2.1 copies each and in 77 archetypes; it is reached from hand, but the Level 1 requirement depends on the deck's own monsters (verified deck counts, inferred Level 1 dependence). |
| Combo & Conversion | 45 | Appears in 2 recorded boards with an average power_index of 35.5 and 0 as_starter or as_searched tags; it converts into a modest board without being a centrepiece (observed, thin sample). |
| Resource Economy | 55 | Recorded boards show netCardAdvantage of +2 and +3, but the opponent also gains a card, so the net for the user is one card in hand plus a shuffle (observed, plus verified card text). |
| Effect & Interaction | 3 | The card gives the opponent a card and provides no negation, removal or disruption (verified from card text). |
| Material Utility | 5 | A Spell that is never material; the Level 1 monsters it fetches carry the value, so the body itself contributes nothing here (verified from card text). |
| Resilience & Flexibility | 40 | Once per turn and one spell-speed card, so one search-effect answer stops it; no counter data is supplied in the evidence (inferred). |
| Deck-Building Efficiency | 70 | A single Spell with no garnet or lock restriction, and multiple copies are redundant; the Level 1 monster count is the only deck-building cost (verified card text, observed copies). |
Calculation
Weight profile: Searcher / Tutor primary; no meaningful secondary role, so no blend. Intrinsic ≈ 56, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Live in 400 of 400 sampled decks across 77 archetypes
- Net card advantage of +2 to +3 on recorded boards
- No garnet or lock cost; copies are redundant
Weaknesses
- Gives the opponent a card with no interaction of its own
- Needs Level 1 monsters with different names in the Deck
- Only 2 recorded boards, so the combo signal is thin
Counters / choke points
- Search-effect negation (for example Ash Blossom & Joyous Spring-type answers); no counter data is supplied in the evidence (inferred)
Best use
Searcher/Tutor. Decks: Floowandereeze, Yummy, Drytron. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: reveal 3 Level 1 monsters with different names, opponent adds 1, you add 1, third shuffled into the Deck; once per turn; Present in 400 of 400 sampled decks, 2.14 average copies, 77 archetypes; No banlist token; assumed 3 copies
- Observed: Combo average power_index 35.5 across 2 boards; netCardAdvantage +2 and +3 on the two recorded boards; StatisticsCard inclusion 100% in Floowandereeze and Fire King, 66.7% in Snake-Eye
- Inferred: Level 1 monster availability is the practical gate on accessibility; Search-effect negation is the main counter to the card
- Data gaps: No banlist token; assumed 3 copies (unlimited) Only 2 combo boards, so combo conversion is weakly measured No ruling or counter data for search-effect negation in the evidence The Level 1 monster count per deck is not supplied






