Quarantine
Spell Continuous

Quarantine

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Once per turn, during the End Phase: You can target 1 Set Spell/Trap Card your opponent controls; reveal it, then return it to its original position.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 5, 2026
28± 5/ 100
Power Score
Intrinsic 28

Quarantine — Power Evaluation

Final Score: 28 ± 5 · Confidence: Medium

  • Intrinsic: 28 · Deck: — · Meta: provisional
  • Primary role: Utility

Why it scores here

Quarantine is a weak utility spell that reveals information about opponent's set Spells/Traps but provides no board disruption, card advantage, or combo generation. While it has minor defensive value through information gathering and minimal tempo delay, it lacks meaningful synergy with any archetype and offers no material utility as a Spell Card. The card's conditional accessibility (requiring opponent setup) and vulnerability to Spell/Trap removal significantly limit its practical impact.

Axis scores

Axis Score Evidence
Accessibility 25 As a generic Continuous Spell with no searchers or archetype synergy, it relies on natural draw and requires the opponent to have set Spell/Trap cards to function (inferred).
Combo & Conversion 5 No combo evidence exists for this card, and its effect does not generate board advantage or enable other plays (verified).
Resource Economy 30 The card returns opponent's face-down Spell/Trap to its original position with no card draw or advantage generation, providing only minor tempo delay (inferred).
Effect & Interaction 25 It reveals set Spell/Trap cards but does not negate, destroy, or prevent their activation, offering weak soft information-based interaction only (verified).
Material Utility 0 As a Spell Card, it cannot serve as monster material or synchro/fusion/xyz/link component (verified).
Resilience & Flexibility 20 The card is vulnerable to any Spell/Trap removal and limited by its once-per-turn clause with no recovery or multi-turn value (inferred).
Deck-Building Efficiency 60 It requires no specific archetype, creates no lock or brick risk, and adds minimal deckbuilding constraints, making it a free inclusion but contributing no strategic synergy (inferred).

Calculation

Weight profile: Utility / no clear role (default). Intrinsic ≈ 28, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks or combos supplied; provisional)

Strengths

  • Can be freely included without deckbuilding cost or lock
  • Provides information about opponent's set Spell/Trap cards
  • Operates independently of archetype or synergy requirements

Weaknesses

  • Does not generate card advantage or board presence
  • Cannot negate, destroy, or meaningfully disrupt Spell/Trap cards
  • Vulnerable to Spell/Trap removal (Cosmic Cyclone, Twin Twisters, Harpie's Feather Duster, etc.)
  • Conditional effectiveness depends on opponent having set cards
  • Once-per-turn activation severely limits utility
  • Zero material value as a Spell Card

Counters / choke points

  • Spell/Trap removal (Cosmic Cyclone, Twin Twisters, Harpie's Feather Duster)
  • Decks that don't set Spell/Traps (control or OTK variants)
  • Cards that activate set effects immediately upon activation

Best use

Information gathering and minimal tempo delay. Decks: No primary homes identified; niche utility in control or stall strategies.

Evidence & gaps

  • Verified: Card is a Continuous Spell (non-monster, zero material value); Effect activates once per turn during End Phase; Targets set Spell/Trap cards opponent controls; Returns targeted card to face-down position (no destruction or negation); No archetype or format-specific text restricts usage
  • Observed: Zero deck appearances across all supplied deck samples; Zero combo board appearances across all supplied combo samples; View count of 3371 indicates moderate page traffic (not a power indicator)
  • Inferred: No searcher or archetype synergy routes identified from card text; Effect provides information-based interaction without disruption capacity; Conditional effectiveness requires opponent to have set Spell/Trap cards; Vulnerability to standard Spell/Trap removal effects; Once-per-turn clause limits cumulative value across multiple turns; Generically splashable but without strategic fit in mainstream decks
  • Data gaps: No deck evidence supplied; archetype homes and synergy cannot be verified No combo evidence supplied; combo conversion and board-building capability are text-only inference No guides supplied; human context on card role is absent No usage statistics (StatisticsCard); consistent inclusion across archetypes unknown No banlist information supplied; legal format status and copy limits assumed unlimited No metagame sample; meta context and relative power positioning unknown











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