Last Gamble
ATK:
0
DEF:
0
View:
994
[At the start of the 5th turn, activate this Skill (count both players' turns).] During your Main Phase, you can reduce your LP to 100 and discard 2 cards from your hand. Roll a six-sided die and draw cards equal to the result. This Skill can only be used once per Duel.
Last Gamble — Power Evaluation
Final Score: 36 ± 12 · Confidence: Low
- Intrinsic: 36 · Deck: — · Meta: provisional
- Primary role: Utility
Why it scores here
Last Gamble trades 2 hand cards and a drop of LP to 100 for a 1-to-6 card draw, usable once per Duel from the 5th turn on. The expected net is about +1.5 cards, but the range runs from -1 to +4, and the LP reset is a real cost. The pack has no decks, combos or guides, so the score is Intrinsic-only (Final = Intrinsic) and confidence is Low; the score does not reflect popularity or any observed play.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Usable only from the start of turn 5 and only with 2 cards in hand; once it is live it is reliable in the Main Phase (verified text, inferred timing). |
| Combo & Conversion | 40 | Converts into cards drawn, not a board or a combo; no combo examples exist in the pack (inferred from text, no combo data). |
| Resource Economy | 60 | Expected draw of 3.5 against 2 discards gives about +1.5 cards; the LP drop to 100 is an unpriced cost in this rubric (verified text, inferred arithmetic). |
| Effect & Interaction | 0 | No opponent interaction in the text (verified text). |
| Material Utility | 0 | It is a Skill, not a monster, so it cannot be used as material (verified text). |
| Resilience & Flexibility | 40 | One-use per Duel with no recurring or multi-zone presence; resistance to negation is not stated in the text (verified text, inferred). |
| Deck-Building Efficiency | 45 | No decks evidence on slot cost; the LP reset and the 2-card discard are the only stated costs (inferred, no deck data). |
Calculation
Weight profile: Utility / no clear role (default); no secondary blend. Intrinsic ≈ 36, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; provisional, Deck = null)
Strengths
- One-shot card advantage that can be called on demand from turn 5 on
- Expected net card gain is positive (about +1.5 cards)
- Upside of up to +4 cards in one activation
Weaknesses
- Resets LP to 100, which is a real cost on top of the discards
- Random 1-6 result gives high variance, with a worst case of -1 card
- Usable only once per Duel and only from turn 5 on
- Needs 2 cards in hand to discard
Counters / choke points
- No counter cards identified from the evidence pack
Best use
Utility: one-time card advantage in long Duels. Suggested copies: 1.
Evidence & gaps
- Verified: Once per Duel; Activates at the start of the 5th turn (counting both players' turns); During the Main Phase, reduce LP to 100 and discard 2 cards from hand; Roll a six-sided die and draw cards equal to the result
- Inferred: Expected draw of 3.5 gives about +1.5 net cards; range -1 to +4; Usable only from turn 5 with 2 cards in hand, so early access is zero; Negation resistance is unknown; a one-shot skill is assumed to be hard to interact with, not verified
- Data gaps: no decks supplied: deck/synergy signals unavailable no combos supplied: combo conversion is text-only inference no guides supplied no banlist token; assumed 3 copies (unlimited), not applicable to a Skill no usage statistics (StatisticsCard) no ruling on whether activation is possible when LP is already at or below 100 no ruling on whether the discard and LP cost can be paid when the hand has fewer than 2 cards beyond the cost





