Trap
NormalOne or Eight
View:
1020
If your LP are lower than your opponent's: Reveal the top card of your Deck, and if it is Level 1 or 8, add it to your hand or Special Summon it. Otherwise, your opponent can apply 1 of these effects. ● The player who activated this card has their LP become 1000. ● The opponent of the player who activated this card gains LP so it becomes 8000. You can only activate 1 "One or Eight" per turn.
One or Eight — Power Evaluation
Final Score: 24 ± 8 · Confidence: Medium
- Intrinsic: 26 · Deck: 27 · Meta: provisional
- Primary role: Searcher/Tutor
Why it scores here
One or Eight is a highly situational searcher that requires your LP to be lower than your opponent's to activate, creating a severe accessibility gate. While it provides one card of advantage on success by tutoring a Level 1 or 8 card from your deck, the low hit probability combined with a catastrophic failure mode—where your opponent can either set your LP to 1000 or gain LP to 8000—makes it an unreliable recovery tool. D/D/D decks include it at 3 copies, confirming some archetype fit, but the absence of combo evidence and narrow card-pool synergy prevent higher scoring.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 28 | Activation requires your LP to be lower than opponent's, a severe conditional gate that requires an unfavorable game state; appears in 2 D/D/D decks at 3 copies, confirming inclusion but limited to one archetype (observed). |
| Combo & Conversion | 22 | No combo evidence recorded; text describes conditional tutoring of a single card if the top deck card is Level 1 or 8, with low hit probability given typical deck composition (inferred). |
| Resource Economy | 18 | Success grants +1 card advantage via tutoring or summoning, but failure mode is catastrophic—opponent sets your LP to 1000 or gains LP to 8000, effectively ending the game (verified). |
| Effect & Interaction | 8 | No board disruption, negation, or opponent interaction; purely a tutoring effect with no disruption capability (verified). |
| Material Utility | 5 | Trap Cards have no inherent summoning material utility, and this effect does not create additional bodies (verified). |
| Resilience & Flexibility | 25 | Activates once per turn with flexible trap-card timing, but entirely dependent on being in a losing game state; negation completely shuts down the effect (verified). |
| Deck-Building Efficiency | 20 | Runs 3 copies in observed D/D/D decks but becomes a dead card when ahead or even; synergy is limited to decks with sufficient Level 1 or 8 monsters (observed). |
Calculation
Weight profile: Searcher/Tutor primary role. Intrinsic ≈ 26, Deck ≈ 27, Meta = provisional. Modifiers: Severe failure mode & game-state dependency (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Tutor or summon effect provides emergency card advantage when behind on LP
- Consistently included at 3 copies in D/D/D, suggesting the archetype has sufficient Level 1 or 8 monsters to support it
- Trap-card timing allows flexible activation during either player's turn
Weaknesses
- Requires you to already be losing (lower LP) to activate, creating a severe situational gate that gates the effect entirely
- Success probability depends on deck composition; only works on Level 1 or 8 monsters, which are not generic across most decks
- Catastrophic failure mode: opponent can set your LP to 1000 (instant loss) or gain LP to 8000 (negates your damage advantage)
- Becomes a dead garnet card in the majority of games where you are winning or drawing even
- Once-per-turn activation limit restricts repeated use
Counters / choke points
- Trap negation and disruption (Trap Hole, Solemn Judgment, etc.)
- Winning the game before you fall behind on LP
- Decks with no or very few Level 1 or 8 monsters that whiff the effect
Best use
Emergency recovery / backup tutor when behind on LP. Decks: D/D/D. Suggested copies: 2.
Evidence & gaps
- Verified: Card activates only when your LP < opponent's LP (verified from card text); On success (Level 1 or 8 card revealed), add to hand or Special Summon it; On failure, opponent chooses: set your LP to 1000 OR gain LP to 8000; Once per turn activation limit; Appears in 2 D/D/D decks at 3 copies each (100% D/D/D distribution); Normal Trap Card type with no material utility
- Observed: All deck appearances are concentrated in D/D/D archetype (100% concentration from deck evidence); Consistent 3-copy inclusion across both D/D/D decks suggests perceived value in the archetype; No combo appearances across the recorded combo boards
- Inferred: Hit probability for Level 1 or 8 cards is likely <30% given typical deck composition (most decks run diverse levels); Success grants +1 card advantage via tutoring or Special Summoning; Activation gate (being behind on LP) severely limits practical accessibility and makes the card a garnet in favorable positions; Failure mode outcomes are typically game-ending when you are already in a losing position
- Data gaps: No combo evidence—cannot verify practical combo synergy or how the card is used in board construction No guide evidence—no human context on intended role or proven effectiveness in the archetype No usage statistics (StatisticsCard)—cannot confirm consistent inclusion across multiple D/D/D samples beyond these 2 decks Banlist status unknown—assumed 3 copies (unlimited) in all formats (TCG, OCG, MasterDuel) Deck evidence is from September 2023—may be outdated regarding current D/D/D meta and card preferences






