Trap
NormalPresent Card
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3299
Your opponent discards their entire hand, then draws 5 cards. You can only activate 1 "Present Card" per turn.
Present Card — Power Evaluation
Final Score: 45 ± 7 · Confidence: Medium
- Intrinsic: 42 · Deck: 47 · Meta: provisional
- Primary role: Utility · Secondary: Combo enabler
Why it scores here
Present Card earns its score almost entirely from deck-specific synergy with Trickstar burn and hand-discard punishment strategies: forcing the opponent to discard their entire hand into a field of Trickstar monsters generates concentrated burn damage per card drawn, which is the archetype's primary win condition. Outside that home, the effect is largely self-defeating — the opponent's immediate five-card refuel erases most disruption value, leaving a net-negative card exchange. The card's trap timing, absence of a generic searcher, and single-use nature cap both accessibility and resilience, while its zero ATK/DEF contributes nothing to any scoring axis per the rubric.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 38 | Normal Trap with no archetype tag and no generic searcher; must be set at least one turn before use, limiting when it is live — legal at up to three copies across TCG, OCG, and MasterDuel (verified from card text and formats list). |
| Combo & Conversion | 48 | Within Trickstar burn, forcing a five-card opponent draw triggers multiple simultaneous burn procs per Trickstar on field; zero recorded combo appearances in the evidence mean this conversion is text-only inference (inferred). |
| Resource Economy | 28 | You spend one card to force the opponent to discard their entire hand and immediately draw five — a net-neutral to slightly negative exchange in isolation unless your board monetizes each draw (inferred from card text). |
| Effect & Interaction | 50 | Hand wipe removes the opponent's current setup and any held hand traps, but the immediate five-card refuel limits lasting disruption value; most effective when activated during the opponent's draw phase or in response to hand-trap activation (inferred from card text and Trickstar Reincarnation co-pairing at 58.7% of decks). |
| Material Utility | 5 | Trap Card — cannot serve as Extra Deck material, a Link arrow target, or an Xyz/Synchro material in any scenario; provides zero body value (verified from card type). |
| Resilience & Flexibility | 25 | Single-activation Normal Trap subject to Ash Blossom, Solemn Judgment, and other common trap negation; once-per-turn restriction allows only one play per turn (verified from card text). |
| Deck-Building Efficiency | 38 | Fits cleanly at one to three copies in burn and discard-punishment strategies with no prerequisites beyond setting, but provides minimal value outside specific synergy homes, making it a garnet in most other decks (observed from 42 distinct archetype deck sample, 138 total decks). |
Calculation
Weight profile: Utility (primary role — no dominant single axis, tech card across multiple burn homes). Intrinsic ≈ 42, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Wipes the opponent's entire hand in one activation, simultaneously removing combo pieces and held hand traps
- Directly fuels Trickstar burn engines by forcing the opponent to draw five cards in one action
- Synergizes with Dark Room of Nightmare and other draw-punishment effects for stacked burn output
- Generic Normal Trap text — no in-archetype restriction, so it splashes freely into any hand-punishment strategy
- Legal at three copies across TCG, OCG, and MasterDuel with no banlist penalty
Weaknesses
- Immediately gives the opponent five fresh cards, substantially diluting the disruption value outside of burn synergy
- Trap timing requires setting one turn in advance — slow and vulnerable against fast combo decks
- No generic searcher to access it consistently; must be drawn naturally
- Completely useless as Extra Deck material (Trap Card with no body whatsoever)
- Single-use and negatable by Ash Blossom, Solemn Judgment, and similar staple counters
Counters / choke points
- Ash Blossom & Joyous Spring (negates the activation before it resolves)
- Solemn Judgment / Solemn Strike (hard-negates the trap)
- Heavy Storm Duster / Twin Twisters (destroys set traps before activation window)
- Infinite Impermanence (negates set traps in that column)
Best use
Hand disruption and draw-punishment burn trigger; secondary hand-trap counter when paired with Trickstar Reincarnation. Decks: Trickstar, Greed Burn, Book of Burn. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: opponent discards entire hand then draws 5 cards; Once-per-turn OPT restriction on activation explicitly stated in card text; Legal in TCG, OCG, and MasterDuel at up to 3 copies (no banlist token supplied — assumed unlimited); Normal Trap card type — cannot serve as Extra Deck material in any zone
- Observed: 138 decks run it main deck across 42 distinct archetypes with avg 1.86 copies; 52 of 138 decks run the full three copies, confirming it is a key slot in its homes; Trickstar is the dominant archetype at approximately 38.5% of the deck sample; Trickstar Reincarnation co-appears in 58.7% of decks — strongest observed partner relationship; Dark Room of Nightmare co-appears in 38.4% of decks, confirming a stacked burn-punishment theme; Greed-type decks account for approximately 12.3% of the sample — secondary burn home confirmed; Gameplay types spread across three categories (52.9% / 24.6% / 22.5%), indicating cross-format use in VNGN
- Inferred: Primary win mechanism within Trickstar is the five-card draw triggering simultaneous Trickstar burn damage procs; Best activation timing is during the opponent's draw phase or in direct response to a Trickstar Reincarnation hand-trap negation play; Card provides negligible value outside draw-punishment or burn synergy archetypes
- Data gaps: No combo data — combo conversion is entirely text-only inference; zero recorded combo appearances No banlist token supplied — assumed unlimited (3 copies) in all listed formats No StatisticsCard usage statistics — archetype inclusion percentages are inferred from the 138-deck sample only Guide evidence is thin (one guide, Trickstar-focused) — strategic context for Greed, Book of, and other secondary homes is inferred, not documented






