Trap
ContinuousLife Absorbing Machine
View:
2780
During your Standby Phase, gain Life Points equal to half of the total Life Points you paid during your last turn.
Life Absorbing Machine — Power Evaluation
Final Score: 33 ± 8 · Confidence: Medium
- Intrinsic: 33 · Deck: 33 · Meta: provisional
- Primary role: Utility · Secondary: Recovery/Recursion
Why it scores here
Life Absorbing Machine turns Life Points you already paid last turn into a Life Point gain at your next Standby Phase. It does not draw, search, negate, or build a board, so the score reflects a narrow recovery trap. The three-deck sample shows it is played in more than one archetype home, but that is frequency, not strength, and it earned no points for inclusion. Accessibility and resilience stay modest because it is a single-copy set trap that pays off only after a turn and only if you paid LP.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | Three sampled decks run one copy each as a set Trap, with no searcher or combo route in the evidence (observed). |
| Combo & Conversion | 15 | The text only converts paid LP into LP gain, and there are no combo examples, so no board or chain conversion is shown (inferred). |
| Resource Economy | 20 | Gains Life Points only, with no card draw, refuel, or card advantage; its value is capped by the LP paid last turn (verified). |
| Effect & Interaction | 5 | A Continuous Trap with no negation, removal, or disruption in its text (verified). |
| Material Utility | 0 | Trap cards cannot be used as Fusion, Synchro, Xyz, or Link material, so the body contributes nothing (verified). |
| Resilience & Flexibility | 30 | A set Continuous Trap that is exposed to backrow removal, pays off only a turn later, and has no redundancy (inferred). |
| Deck-Building Efficiency | 55 | A one-copy trap with no garnet or lock, but it is dead in a deck that pays no LP, a mild restriction (inferred). |
Calculation
Weight profile: Utility / no clear role (default); single role, no blend. Intrinsic ≈ 33, Deck ≈ 33, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Continuous backrow that gains LP every Standby Phase, so self-paid costs can be recovered
- Simple, unambiguous text with no targeting, once-per-turn, or lock clauses
- Live in three different archetype homes in the sample, so it is not a single-deck niche pick
Weaknesses
- Recovers only Life Points, with no card advantage or board impact
- Value depends entirely on LP paid last turn and is zero if you paid none
- Slow: pays off a full turn later, after the opponent has acted
- Set Continuous Trap that backrow removal can destroy
Counters / choke points
- Backrow removal or destruction of Continuous Traps
- A deck that pays no LP leaves it dead in hand
Best use
Utility: LP recovery backrow for decks that pay Life Points. Decks: Dark World, Chaos, Gate Guardian. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: gains LP at Standby Phase equal to half the LP paid last turn; Trap cards cannot be used as material; Three sampled decks run one copy each
- Observed: Appears in three archetype homes, all in one 2024-10-02 recency window; Top partners all co-occur in 3 of 3 decks
- Inferred: Value is conditional on paying LP on your last turn; Backrow removal is the main practical counter
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so archetype inclusion is inferred from a three-deck sample all decks share one short timestamp window, so recency is unknown beyond 2024-10-02 no banlist token; assumed 3 copies (unlimited)






