Pendulum Encore
Trap Normal

Pendulum Encore

  • View:
  • 1721




During your opponent's Main Phase: You can discard 1 card; immediately after this effect resolves, Pendulum Summon a Pendulum Monster(s), also for the rest of this turn after this card resolves, cards in your Pendulum Zones cannot activate their effects and cannot be destroyed by your card effects, also, shuffle them into the Deck during the End Phase. You can only activate 1 "Pendulum Encore" per turn.




 
 
AI Power Analysis
ExtenderConfidence: Medium
59± 6/ 100
Power Score
Intrinsic 53
Deck 59

Pendulum Encore — Power Evaluation

Final Score: 59 ± 6 · Confidence: Medium

  • Intrinsic: 53 · Deck: 59 · Meta: provisional
  • Primary role: Extender · Secondary: Hand trap, Combo enabler

Why it scores here

Pendulum Encore converts a discard into Pendulum Summon(s), enabling board development in Pendulum-focused decks like Pendulum Magician (38.4% of observed decks) and Odd-Eyes (17.8%). The card trades hand advantage for field presence during an opponent's Main Phase, functioning as a reactive extender and setup tool. High deckbuilding efficiency and broad splashability across 15 archetypes support a moderate score, though missing combo boards prevent measuring exact board output and absence of opponent interaction limits its ceiling.

Axis scores

Axis Score Evidence
Accessibility 65 Trap Card widely adopted across 73 decks with 1.7 copies per deck average, but Trap Cards are less reliably tutored than monsters (verified from decks_evidence distribution).
Combo & Conversion 62 Converts 1 discard into Pendulum Summon(s) from Extra Deck; without recorded combo boards, output power is inferred from text alone (inferred from card description; combos_evidence shows zero appearances).
Resource Economy 68 Discard cost is offset by summoning Pendulum Monsters, with synergy in archetypes where discard effects trigger additional value such as Pendulum Magician (observed from 38.4% archetype inclusion and top_partners showing Magician-heavy co-deck rates).
Effect & Interaction 15 No negation, removal, or opponent disruption; card is pure setup without inherent interaction value (verified from card description containing no opponent-facing effects).
Material Utility 0 Normal Trap Card has no Level, Attribute, or material body; zero utility as material even when negated (verified from card type frame_type='trap' and level_or_rank=0).
Resilience & Flexibility 42 One activation per turn with no recovery if negated; Trap Card type is vulnerable to chains, but inclusion across 15 archetypes as non-mandatory (1.7 avg copies) suggests deck resilience is not dependent on it (observed from distinct_archetypes count and copies_per_deck distribution showing no forced inclusions).
Deck-Building Efficiency 75 Trap slot cost is standard; flexible copy count (1–3) and splashability across 15 archetypes including Pendulum Magician, Odd-Eyes, Vaylantz, Supreme King, and others confirm it is neither a forced include nor a dead slot (verified from distinct_archetypes count and copies_per_deck distribution).

Calculation

Weight profile: 0.7 Extender + 0.3 Hand trap. Intrinsic ≈ 53, Deck ≈ 59, Meta = provisional. Modifiers: Splashability bonus (2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Summons Pendulum Monster(s) during opponent's Main Phase, enabling reactive board setup and combo extension
  • Splashable across 15 distinct archetypes with dominant adoption in Pendulum Magician (38.4%) and Odd-Eyes (17.8%)
  • Flexible copy count (1–3) allows builders to tune frequency for their line consistency
  • High synergy with Magician archetype cards: Harmonizing Magician (84.9%), Performapal Skullcrobat Joker (80.8%), Astrograph Sorcerer (80.8%)
  • Trap-card slot cost is standard; no inherent brick or garnet risk in Pendulum decks

Weaknesses

  • No opponent interaction or disruption; purely self-focused setup
  • Trap Card type is vulnerable to chain negation (e.g., Ash Blossom & Joyous Spring) and destruction before activation
  • Discard cost requires another card in hand; not resource-free
  • Pendulum Zone lock restriction for the turn prevents follow-up Pendulum Summons and may disable archetype effects
  • Once-per-turn clause prevents multiple activations even in extended turns

Counters / choke points

  • Ash Blossom & Joyous Spring — negates the Pendulum Summon effect
  • Trap stun effects — prevent Trap Card activation entirely
  • Called by the Grave — disrupts Pendulum-dependent effects in the hand
  • Cyclone / Heavy Storm Duster — destroys the Trap before activation

Best use

Reactive board extender and combo enabler during opponent's Main Phase, setting up Pendulum Summons as a second-turn disruption or follow-up tool.. Decks: Pendulum Magician, Odd-Eyes, Vaylantz, Supreme King, Performapal, Endymion.

Evidence & gaps

  • Verified: Card text: discard 1 card, Pendulum Summon Pendulum Monster(s), lock Pendulum Zones for turn, shuffle into Deck at End Phase (from description); Once-per-turn activation clause (from description); Trap Card, Normal type, no Level/Attribute/ATK/DEF (from frame_type='trap', race='Normal', level_or_rank=0); Deck inclusion: 73 decks with avg 1.7 copies, max 3 (from decks_evidence); Pendulum Magician: 28 decks, 38.4% of sample (from archetypes array); Format legality: TCG, OCG, MasterDuel (from formats array); Harmonizing Magician synergy: 84.9% co-deck rate (from top_partners array)
  • Observed: High adoption in Pendulum-focused gameplay: 98.6% of decks using Pendulum gameplay type; Flexible copy count across 73 decks: 1-copy (36 decks), 2-copy (23 decks), 3-copy (14 decks) shows tuning flexibility; Multi-archetype portability: appears in 15 distinct archetypes including Odd-Eyes (17.8%), Vaylantz (9.6%), Supreme King (5.5%); Recent adoption: latest deck entry 2026-06-13, earliest 2022-10-22, showing active current usage
  • Inferred: Combo conversion power: discard 1 → Pendulum Summon(s) estimated at 62 based on resource trade and Magician partner synergy, without recorded board examples; GenericUtility: 15 archetypes places portability at ~72 (4+ archetypes → ~85 anchor, slightly reduced for non-mandatory 1.7 avg copies); Trap Card material utility is exactly 0 (Trap Cards have no body, Level, Attribute, or material properties by card type); Resilience: one activation per turn and no recovery on negation limits resilience to ~42, partially offset by multi-archetype redundancy
  • Data gaps: No combos supplied — combo conversion is text-only inference; no recorded combo boards to measure average power index, board structure, or likelihood of resolving. No guides supplied — no human context on strategic role, deckbuilding decisions, or competitive rationale. No banlist token — assumed unlimited (3 copies); cannot verify if limited or forbidden in any format. No usage statistics (StatisticsCard rows) — archetype inclusion % and typical copies are inferred from 73-deck sample only; no broader historical sample available. No combo_examples array — cannot verify starter/material/payoff role breakdown or actual sequencing chains. No Pendulum-specific combo data — cannot confirm exact board output from Pendulum Summon chains or follow-up archetype synergy lines.











https://metaduelist.com/
Top