Trap
ContinuousPhantom 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.
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






