Trap
NormalNutrient Z
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3860
During damage calculation, when you are about to take 2000 or more battle damage: Gain 4000 LP first.
Nutrient Z — Power Evaluation
Final Score: 34 ± 8 · Confidence: Medium
- Intrinsic: 33 · Deck: 35 · Meta: provisional
- Primary role: Utility
Why it scores here
Nutrient Z is a situational defensive trap that provides 4000 LP gain during damage calculation against 2000+ battle damage, fitting into control-heavy matchups. The card lacks any combo generation, card advantage conversion, or board interaction—its effect is purely reactive and dependent on opponent damage output. While splashable across 14 distinct archetypes, the modest 1.2-copy average indicates it is a conditional meta-pick rather than a staple inclusion. High-damage-focused or combo-centric formats significantly reduce its utility.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Set-and-wait trap with no searchability; activates automatically when opponent deals 2000+ damage, making it live but dependent on opponent action and prior setup (verified: decks show mainstream usage as main-deck trap) |
| Combo & Conversion | 2 | Purely reactive effect with zero combo generation or extension capability; no combo appearances in evidence (verified: 0 combos supplied, card text is entirely responsive to damage) |
| Resource Economy | 35 | Gains 4000 LP upon activation, mitigating potential damage loss, but LP is not card advantage and the card itself cost a trap slot to set (inferred: net LP swing beneficial, but -1 card on deployment) |
| Effect & Interaction | 12 | Provides no board disruption, negation, removal, or active opponent interaction—only passive damage prevention (verified: card text is defensive-only, no opponent play disruption) |
| Material Utility | 0 | Trap Card with no level, attribute, or race; cannot be used as material or provide any resource value beyond LP gain (verified: card type is Trap, not a Monster) |
| Resilience & Flexibility | 30 | Trap zone protects the card until removal, but destruction via MST or similar invalidates it; single-zone, single-condition activation; survives multiple turns but dependent on opponent attacking (inferred: protected but fragile; multi-turn; opponent-dependent) |
| Deck-Building Efficiency | 50 | No garnet status, no lock-in restrictions, and splashable across diverse archetypes (14 distinct homes); however, 1.2-copy average suggests conditional utility rather than auto-include (observed: 14 archetypes, 1.2 copies per deck average) |
Calculation
Weight profile: Utility role (default, no secondary roles). Intrinsic ≈ 33, Deck ≈ 35, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent for reactive card)
Strengths
- Splashable across diverse archetypes (14 distinct homes in evidence)
- No garnet or restrictive lock; sits cleanly in trap zone
- Significant LP swing (4000 LP gain mitigates heavy damage)
- Automatic activation during damage calculation (no choice required)
Weaknesses
- Purely reactive; generates no card advantage or combo extension
- No board disruption or active opponent interaction
- Conditional trigger requires opponent to deal 2000+ battle damage
- Cannot be searched; must be set beforehand
- Vulnerable to trap destruction (MST, Harpie's Feather Duster); single activation window per damage calc
- Low average copies per deck (1.2) suggests situational meta dependency
Counters / choke points
- Spell/Trap removal (Harpie's Feather Duster, Mystical Space Typhoon)
- Decks that avoid heavy battle damage strategies (pure combo, FTK builds)
- Cards that negate trap activation (Solemn Judgement, others)
Best use
Conditional damage mitigation in control mirrors. Decks: Control, Stall, Timelord, Odd-Eyes (mirror), Defensive variants. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: 'During damage calculation, when you are about to take 2000 or more battle damage: Gain 4000 LP first.'; Appears in 20 recent decks, all in main deck (zero in side); Runs 1-3 copies per deck (average 1.2); Trap Card type (not a Monster; cannot be material)
- Observed: Top partners are defensive cards: Mirror Force (60%), Ash Blossom (55%), Harpie's Feather Duster (50%); Distributed across 14 distinct archetypes, suggesting splashability into rogue/defensive builds; 50% of decks use Control gameplay type; 30% use Stall/Burn; No combo board appearances (0 combos total in evidence)
- Inferred: Trap must be set before it is live; not searchable by card text; Activation is automatic during damage calculation when condition met (not optional); Provides LP swing (loss prevention), but LP gain does not equal card advantage; Effect is entirely situational, dependent on opponent dealing heavy battle damage; Cannot be used as Synchro/Xyz/Link material or contribute to combo boards
- Data gaps: No combo evidence supplied (expected for a reactive trap, but limits combo_conversion scoring to text inference) No guide mentions; cannot confirm role interpretations from expert analysis No banlist status token; assumed 3 copies per format (unlimited) No usage statistics (StatisticsCard); archetype inclusion % inferred from 20-deck sample only No banlist-restricted versions checked; assumes TCG/OCG/MasterDuel/DuelLinks parity






