Trap
ContinuousJunk Sleep
Archetype:
Junk
View:
3239
If your opponent Normal or Special Summons a monster(s): You can change all face-down Defense Position monsters you control to face-up Attack Position. During the End Phase: You can change all monsters you control to face-down Defense Position. You can only use each effect of "Junk Sleep" once per turn.
Junk Sleep — Power Evaluation
Final Score: 45 ± 8 · Confidence: Medium
- Intrinsic: 44 · Deck: 45 · Meta: provisional
- Primary role: Utility
Why it scores here
Junk Sleep is a Continuous Trap with no card cost that only rearranges your own monsters: it flips your face-down Defense monsters to Attack when the opponent summons, and resets your monsters to face-down Defense in the End Phase. It converts into little beyond positional changes, so its score comes from being cheap and easy to run across many homes rather than from raw effect power. High stats or popularity earned no points; the 31-deck sample and 15 archetypes only confirm it is a practical, accessible support card.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | Main-deck in 31 sampled decks at about 1.74 copies each, but no searcher or combo-start data exists, so it is only drawn normally (observed). |
| Combo & Conversion | 30 | Card text only sets up positional changes; no recorded combo boards show it converting into a board (inferred). |
| Resource Economy | 40 | No card draw, no recovery, and no card-for-card cost, so value is roughly even with no real advantage (inferred). |
| Effect & Interaction | 10 | Neither effect negates, removes, or hand-traps anything; it only affects your own monsters (verified). |
| Material Utility | 0 | Not a monster, so it cannot be Material and contributes nothing here (verified). |
| Resilience & Flexibility | 35 | A face-down Continuous Trap that is vulnerable to backrow removal, with once-per-turn limits on each effect (verified). |
| Deck-Building Efficiency | 75 | Single-card, no garnet, lock, or restriction, and multiple copies are fine (verified). |
Calculation
Weight profile: Utility / no clear role default (no combo or role override). Intrinsic ≈ 44, Deck ≈ 45, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Continuous Trap with no card cost and no card disadvantage
- Generic text that is not tied to one archetype, seen in 15 distinct archetypes
- Cheap to run: copies are fine and there are no garnet or lock restrictions
Weaknesses
- Effects only rearrange your own monsters and do not negate or remove anything
- Effect 1 requires face-down Defense monsters on the field and an opponent Normal or Special Summon
- Vulnerable to backrow removal as a face-down Continuous Trap
Counters / choke points
- Backrow destruction or Spell/Trap removal (inferred)
Best use
Utility. Decks: Timelord, Prediction Princess, Enneacraft.
Evidence & gaps
- Verified: Effect text: flip your face-down Defense monsters to Attack on opponent Normal/Special Summon; reset your monsters to face-down Defense in the End Phase; each effect once per turn; Main deck in 31 sampled decks, 1-3 copies (avg 1.74), across 15 archetypes; Continuous Trap with no ATK/DEF and no negation text
- Observed: Gameplay type 7 accounts for 67.7% of sampled decks; Top partners appear in 25.8-32.3% of co-decks (Timelord and Ritual Sanctuary cluster)
- Inferred: Effect 1 only matters when face-down Defense monsters are on the field, so practical use is narrow; Utility-level score because it converts into positional changes rather than board or card advantage
- 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 no top-card ranking data supplied






