Trap
ContinuousLight Spiral
Archetype:
Lightsworn
View:
2918
Each time a card(s) is sent from your Deck to the Graveyard by the effect of a "Lightsworn" monster, remove from play the top card of your opponent's Deck.
Light Spiral — Power Evaluation
Final Score: 45 ± 8 · Confidence: Medium
- Intrinsic: 41 · Deck: 48 · Meta: provisional
- Primary role: Utility
Why it scores here
Light Spiral is a Continuous Trap that only converts when a Lightsworn monster sends cards from the Deck to the Graveyard, and its payoff is removing the top card of the opponent's Deck, which is slow attrition rather than board or card advantage. The card is a near-universal single-copy staple in the sample (39 of 39 decks, 14 archetypes), but that frequency reflects the Lightsworn package and does not by itself earn power (guardrail 3). No combo boards were supplied, so conversion and starter-role claims are text-only inference and the score stays moderate.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | Runs at 1 copy in 38 of 39 decks and sits in a Lightsworn core, but as a Trap it must be set and has no searcher route in the evidence (observed deck count; route inferred). |
| Combo & Conversion | 30 | Text describes a deck-out punisher that fires only off Lightsworn sends, and no combo boards show it as a starter or payoff (inferred from text; no combo data). |
| Resource Economy | 40 | Removes an opponent card per trigger but gains no card for you, so it is attrition, not advantage (verified from text). |
| Effect & Interaction | 25 | Does not target or negate the opponent's board or hand, so interaction is minimal and slow (verified from text). |
| Material Utility | 5 | A Trap body is not a monster and cannot be Material (verified from card type). |
| Resilience & Flexibility | 40 | Remains on the field once set but has no redundancy and is exposed to backrow removal (inferred from text). |
| Deck-Building Efficiency | 60 | One copy per deck with no garnet or lock restriction, though it takes a trap slot in every Lightsworn list (observed deck stat, copies distribution). |
Calculation
Weight profile: Utility / no clear role (default) weights. Intrinsic ≈ 41, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Appears in 39 of 39 sampled Lightsworn-package decks at 1 copy, so it is consistently included
- Costs no garnet or restriction and fits the existing Lightsworn trap slot cleanly
- Its trigger keeps running every time a Lightsworn monster sends a card from the Deck to the Graveyard
Weaknesses
- Gives no card advantage or board presence; its only payoff is removing the opponent's top deck card
- Trigger is locked to Lightsworn monsters, which limits it outside that archetype
- Continuous Trap exposed to backrow removal and only useful once it is set and live
Counters / choke points
- Backrow removal or destruction effects on continuous traps
- Opponent's ability to stop Lightsworn monsters from sending cards to the Graveyard
Best use
Continuous Trap that adds slow deck-out pressure to Lightsworn GY-send engines. Decks: Lightsworn, Tearlaments, Predaplant, Burning Abyss, Kashtira. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: each Lightsworn GY-send removes the top card of the opponent's Deck (card text); Card type is Continuous Trap, so it cannot be Material (card type); Appears in 39 of 39 sampled decks at 1 copy in 38 of them (deck stat)
- Observed: Spread across 14 archetypes, led by Lightsworn at 7 decks (deck stat); Present in the Solo Mode reward guide section (guide mention)
- Inferred: Accessibility depends on setting it from the hand, with no searcher route in the evidence; Deck-out pressure is slow and does not change board state (text-only inference)
- Data gaps: no combos supplied; combo conversion and starter/payoff roles are text-only inference no banlist token; assumed 3 copies (unlimited) no usage statistics (StatisticsCard); archetype inclusion inferred from the deck sample only






