Trap
ContinuousNarrow Pass
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This card can only be activated when both players have 2 monsters or less on their respective sides of the field. Both players can only Normal Summon up to 2 additional monsters on their sides of the field.
Narrow Pass — Power Evaluation
Final Score: 48 ± 8 · Confidence: Medium
- Intrinsic: 48 · Deck: — · Meta: provisional
- Primary role: Floodgate/Control
Why it scores here
Narrow Pass is a conditional floodgate that restricts Normal Summons to a maximum of 2 additional per player, but only when both players have 2 or fewer monsters on field. Without any recorded deck or combo evidence, the evaluation is based purely on text analysis. The card's value is primarily driven by its disruption potential against Normal-Summon-dependent decks, though the activation condition and symmetric nature limit its broad applicability. The 0 ATK/DEF does not contribute to the score.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 40 | The activation requires a specific board state (both players 2 monsters or less), making it situational and not searchable; no deck evidence confirms practical activation rates (inferred). |
| Combo & Conversion | 15 | As a floodgate, it provides disruption rather than board building and appears in zero recorded combos (verified). |
| Resource Economy | 35 | The card costs one slot with no resource generation, only restricting opponent summons; no advantage is gained (inferred). |
| Effect & Interaction | 60 | Restricts Normal Summons to 2 additional, providing moderate but symmetric disruption against summon-heavy strategies (verified). |
| Material Utility | 5 | Trap cards have minimal material utility and cannot be used as monster material or synchro tuner (verified). |
| Resilience & Flexibility | 50 | As a continuous trap, it persists once activated, though it remains subject to trap destruction and can be a double-edged sword (inferred). |
| Deck-Building Efficiency | 65 | Clean single-slot tech with no archetype requirement or garnet risk; moderately splashable but not essential for most decks (inferred). |
Calculation
Weight profile: Primary role: Floodgate/Control. Intrinsic ≈ 48, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Intrinsic (no decks and no combos; Deck = null)
Strengths
- Restricts a core game action (Normal Summon) symmetrically
- Continuous effect persists across turns
- Doesn't require specific archetype synergy
- Splashable tech option for multiple deck types
Weaknesses
- Situational activation condition (needs both players at 2 monsters or less)
- Symmetric effect (restricts yourself as well)
- Can be removed via trap destruction or MST-like effects
- Less powerful than other floodgates in modern meta
- Requires specific board state to activate
Counters / choke points
- Trap removal (Twin Twisters, Mystical Space Typhoon, etc.)
- Cards that bypass Normal Summon restrictions (alternative summon methods)
- Decks that naturally maintain 3+ monsters on field
- Decks that don't rely on Normal Summons
Best use
Floodgate/Control. Decks: Control, Stall, Slow-paced strategies.
Evidence & gaps
- Verified: Card text: restricts Normal Summons to 2 additional when both players have ≤2 monsters; Trap card type, continuous frame; Formats: TCG, OCG, MasterDuel, DuelLinks; Appears in 0 recorded decks and 0 recorded combos
- Inferred: Functions as a floodgate/control card based on text analysis; Moderate accessibility due to situational activation requirement; Generic splashability without archetype requirement; Most effective in board-controlled, slower metagames; Symmetric effect means it restricts both players equally
- 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) No usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only No information on how often the activation condition is met in real play No competitive performance data or metagame context






