Phantom Hand
Trap Continuous

Phantom Hand

  • Archetype:
  • Infernity

  • View:
  • 4084




Once per turn, if you control a face-up "Infernity" monster(s), you can remove from play all cards in your hand (face-down) until your next Standby Phase.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 1, 2026
33± 7/ 100
Power Score
Intrinsic 35
Deck 38

Phantom Hand — Power Evaluation

Final Score: 33 ± 7 · Confidence: Medium

  • Intrinsic: 35 · Deck: 38 · Meta: provisional
  • Primary role: Utility · Secondary: Combo Enabler

Why it scores here

Phantom Hand earns a modest score because its core utility—temporarily banishing the controller's hand to create the zero-hand condition required by Infernity effects—is narrowly archetype-specific and contingent on already controlling a face-up Infernity monster with an active Continuous Trap in the backrow. The card has zero opponent interaction and zero material value as a Trap, so its score is driven almost entirely by how well it enables the Infernity engine's combo lines. High ATK, rarity, or popularity played no role in this score; the slow Continuous Trap timing and deep archetype lock keep the number modest despite the card's functional importance within dedicated Infernity builds.

Axis scores

Axis Score Evidence
Accessibility 35 Requires setting the trap, surviving a full turn in the backrow, and controlling a face-up Infernity monster—three sequential preconditions that consistently reduce first-activation reliability. (inferred)
Combo & Conversion 45 Enables Infernity's zero-hand state, unlocking core combo lines through Archfiend and Launcher, but appears in zero recorded combo boards, making conversion entirely text-only inference. (inferred)
Resource Economy 45 Banished hand cards return face-down at the next Standby Phase, making the effect card-neutral over a turn cycle, though the permanent Continuous Trap zone occupancy is an ongoing soft investment. (verified)
Effect & Interaction 10 The effect targets only the controller's own hand and has no component that disrupts, negates, or removes any opponent card or effect. (verified)
Material Utility 5 As a Continuous Trap with 0 ATK/DEF and no level or attribute, it cannot serve as Fusion, Synchro, Xyz, or Link material under any condition. (verified)
Resilience & Flexibility 30 Once-per-turn activation, conditional on a face-up Infernity monster, and sitting in the backrow makes it vulnerable to MST, Twin Twisters, and Cosmic Cyclone before it produces any value. (inferred)
Deck-Building Efficiency 35 Archetype-locked to Infernity (and marginal Exodia applications), occupies a permanent trap zone, and the 9-deck sample runs it at avg 2.22 copies—committed niche use, not a flexible staple. (observed)

Calculation

Weight profile: Utility / no clear role (default). Intrinsic ≈ 35, Deck ≈ 38, Meta = provisional. Modifiers: Archetype restriction (-2); Continuous Trap vulnerability (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cleanly creates zero-hand state for Infernity without permanently discarding hand cards—banished cards return next Standby Phase
  • Once live, activates once per turn at zero card cost, providing a repeatable enabler for the archetype engine
  • Consistent multi-copy inclusion (avg 2.22, max 3) in dedicated Infernity decks confirms meaningful archetype importance

Weaknesses

  • Continuous Trap timing: must set and survive a full turn before first use—inherently slow in a fast game
  • Requires a face-up Infernity monster to activate; completely bricked if the field is empty
  • Provides zero opponent interaction—no disruption, negation, or removal
  • Deep archetype lock renders it nearly unplayable outside Infernity or niche zero-hand strategies

Counters / choke points

  • Spell/trap removal (MST, Twin Twisters, Cosmic Cyclone) before the trap can activate
  • Monster removal clearing all face-up Infernity monsters before Phantom Hand can be used
  • Effect negation (Skill Drain, Imperial Order) preventing the banish from resolving

Best use

Zero-hand condition enabler that temporarily banishes the controller's hand to satisfy Infernity effect requirements once per turn. Decks: Infernity. Suggested copies: 2.

Evidence & gaps

  • Verified: Continuous Trap card type; Once-per-turn restriction on the effect; Requires controlling a face-up Infernity monster to activate; Banished hand cards return face-down at the next Standby Phase; Legal in TCG, OCG, MasterDuel, and DuelLinks
  • Observed: Run in 9 decks at avg 2.22 copies (max 3, distribution: 1-copy x3, 2-copy x1, 3-copy x5); 44.4% Infernity and 22.2% Exodia in the deck sample; 77.8% co-occurrence with Infernity Guardian and Infernity Randomizer
  • Inferred: Enables zero-hand state required by core Infernity combo effects such as Archfiend, Launcher, and Necromancer; Combo value is indirect—it enables other Infernity effects rather than converting directly into a board state; Must survive a full turn in the backrow before it produces any value
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied — human context on Infernity role unknown no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from 9-deck sample only Exodia pairing rationale unknown — no guide or combo data to explain the interaction











https://metaduelist.com/
Top