Karakuri Cash Inn
Trap Normal

Karakuri Cash Inn

  • Archetype:
  • Karakuri

  • View:
  • 3699




Target 1 "Karakuri" monster you control and 1 Effect Monster your opponent controls; change the battle position of your monster, and if you do, negate the effects of that opponent's monster until the end of this turn. If you control a "Karakuri" monster(s): You can banish this card from your GY, then target 1 face-up monster on the field; change that monster's battle position. You can only activate 1 "Karakuri Cash Inn" per turn.




 
 
AI Power Analysis
Removal / NegationConfidence: Medium
51± 8/ 100
Power Score
Intrinsic 50
Deck 52

Karakuri Cash Inn — Power Evaluation

Final Score: 51 ± 8 · Confidence: Medium

  • Intrinsic: 50 · Deck: 51.5 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Utility

Why it scores here

Karakuri Cash Inn is a conditional negation trap. Its main effect needs a face-up Karakuri monster you control and only negates an opponent's Effect Monster, after a battle-position change. Its GY effect (banish itself to change one face-up monster's position) gives it a second use from the graveyard. The 149-deck sample confirms it is a Karakuri staple, with 100% co-occurrence with the core monsters, but that frequency does not raise the score (guardrail 3). High ATK or inclusion numbers earn nothing here; the score rests on the interaction clause and the GY reuse.

Axis scores

Axis Score Evidence
Accessibility 62 Set as a trap and live once a Karakuri monster is out; 149 decks run it, but no searcher or starter data exists to confirm draw routes (observed deck count, inferred routes).
Combo & Conversion 35 No combo boards are recorded and the text builds no board by itself; the value is a single negation (inferred from text, combos_evidence total 0).
Resource Economy 40 A 1-for-1 negate with a GY self-banish cost that refuels nothing; the GY effect is tempo, not card advantage (verified from text).
Effect & Interaction 60 Negates an opponent Effect Monster only, gated on a Karakuri monster and a battle-position change, and once per turn (verified from text).
Material Utility 5 A Trap card, so it cannot be used as material (verified from card type).
Resilience & Flexibility 55 The GY activation survives a backrow sweep, but the trap is a single 1-copy card that a generic negate-breaker can answer (inferred from text).
Deck-Building Efficiency 55 Mostly 1-copy in decks (111 of 149), not garnet-heavy, but it locks you to Karakuri monsters outside the core deck (observed copies, verified from text).

Calculation

Weight profile: 0.7 Removal/Negation + 0.3 Utility (default). Intrinsic ≈ 50, Deck ≈ 51.5, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Negates an opponent Effect Monster on your turn, a flexible interaction for the card's cost
  • Reusable from the GY through its banish effect, so it survives a single backrow removal
  • Cheap 1-copy trap in Karakuri shells, with a broad co-occurrence web of core monsters

Weaknesses

  • Requires a face-up Karakuri monster to make its main negate work
  • Negates only Effect Monsters, not Spells, Traps, or other card types
  • Once-per-turn activation limits it to one interaction per turn
  • No combo boards recorded, so its real conversion value is unverified

Counters / choke points

  • Negate-breakers and backrow removal on the set trap (but the GY effect remains)
  • Effect-monster negation cannot touch Special Summons that avoid the effect text (inferred)

Best use

Negation trap for Karakuri shells, with a GY reuse for battle-position tempo. Decks: Karakuri. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap card; main effect negates an opponent's Effect Monster after a battle-position change, gated on a Karakuri monster; GY effect banishes the card to change one face-up monster's battle position; Once per turn activation; 149 decks, 1-copy in 111 of them, 100% co-occurrence with core Karakuri monsters
  • Observed: Karakuri 899 is in 68.5% of the sample, so the card is archetype-bound; Guide 578 describes Karakuri as a counter-trap-heavy deck
  • Inferred: Accessibility rests on archetype density, not a measured starter route; Negation value depends on the opponent running Effect Monsters
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











https://metaduelist.com/
Top