Trap
NormalReckless Greed
Archetype:
Greed
View:
4885
Draw 2 cards and skip your next 2 Draw Phases.
Reckless Greed — Power Evaluation
Final Score: 58 ± 4 · Confidence: Medium
- Intrinsic: 53 · Deck: 61 · Meta: provisional
- Primary role: Utility · Secondary: Recovery/Recursion
Why it scores here
Reckless Greed is a generic draw engine that generates immediate hand advantage in fast, short-game decks, particularly Dark World, Exodia, and Danger! variants. Its strength lies in splashability (60 distinct archetypes) and reliability (3-copy standard in 82.8% of decks), but the draw-phase skip is a self-imposed brick cost that severely limits value in longer games. The card has no opponent interaction and does not participate in multi-card combos, reducing its power ceiling in interactive formats.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 85 | 100% inclusion in sampled decks with 3-copy standard (331/400 = 82.8%), no search requirement, live whenever activated. (verified) |
| Combo & Conversion | 20 | Zero appearances in combo database; generates hand resource but does not build boards or start multi-step lines. (observed) |
| Resource Economy | 65 | Immediate +2 cards in hand offset by skipping 2 future draw phases; net advantage of +1 to +2 in short games (3-5 turns), neutral to −1 in longer games. (inferred) |
| Effect & Interaction | 0 | Pure resource generation with no disruption, negation, removal, or opponent interaction. (verified) |
| Material Utility | 5 | Normal Trap Card cannot be used as monster material; 'Reckless Greed' name has no archetype synergy outside niche Greed archetype. (verified) |
| Resilience & Flexibility | 70 | Once activated, effect is safe; high redundancy via 3-copy standard (82.8% of decks) reduces sensitivity to single-card removal; one-time use limits multi-turn flexibility. (observed) |
| Deck-Building Efficiency | 72 | Broadly splashable across 60 archetypes with no complex activation requirements, but self-imposed draw-phase skip creates brick risk in games lasting 7+ turns; 3-copy slots are clean but carry deck-building restrictions. (inferred) |
Calculation
Weight profile: Primary role: Utility (no secondary blend needed). Intrinsic ≈ 53, Deck ≈ 61, Meta = provisional. Modifiers: Draw-phase brick risk (-2); Splashability bonus (2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Extremely splashable: appears in 60 distinct archetypes
- Reliable access: 3-copy standard with no search requirement
- Immediate hand advantage: +2 cards in hand
- High redundancy: 331/400 decks (82.8%) run all 3 copies
- Generic effect: no archetype locks or restrictions
Weaknesses
- Self-imposed draw-phase skip: severe brick liability in long games (7+ turns)
- No opponent interaction: does not disrupt, negate, or remove
- Zero combo participation: 0 appearances in combo database
- One-time effect: cannot be reactivated for 2+ turns
- Timing restriction: only activatable during your draw phase
Counters / choke points
- Decks requiring 7+ turns to win: the draw skip becomes crippling
- Control/grind strategies: longer games punish the resource trade-off
- Negation in draw phase: hand traps or quick effects can prevent activation
- Forced skip effects: opponent can compound the draw-phase penalty
Best use
Draw engine / resource generator for aggressive (T1-T3 win) strategies. Decks: Dark World (23% of sampled decks), Exodia (15.2%), Danger! (13.8%), Blue-Eyes, Red-Eyes, Evil Twin, Frog (smaller shares). Suggested copies: 3.
Evidence & gaps
- Verified: Card text: Draw 2 cards and skip your next 2 Draw Phases; 100% deck inclusion (400/400 decks); 3-copy standard: 331/400 decks (82.8%); Legal in TCG, OCG, MasterDuel formats; Distinct archetypes: 60 (confirmed in deck evidence); Zero combo database appearances
- Observed: Dark World most common home (92 decks, 23%); Exodia second (61 decks, 15.2%); Danger! third (55 decks, 13.8%); Strong synergy with Card Destruction (52.2% of decks); Top partners include draw/discard synergy (Underworld Goddess 42.5%, Dark World Dealings 39%); Control-focused gameplay (89.8% of decks)
- Inferred: Draw-phase skip is self-imposed brick cost in games lasting 7+ turns; Accessibility is high due to 3-copy standard and no search requirement; Generic utility across 60 archetypes suggests broad splashability; Resource economy is +1 to +2 in short games (3-5 turns), neutral to −2 in long games; Card is a support draw engine, not a combo piece or board builder; Heavy inclusion in Dark World/Exodia/Danger! suggests meta adaptation to draw-skip cost
- Data gaps: No combos supplied: combo conversion is text-only inference only No usage statistics (StatisticsCard): archetype inclusion % inferred from deck sample only, not historical trend No detailed deck breakdowns: unknown how the card is activated/used in specific archetypes (turn order, interaction patterns) Limited guide coverage: only 1 guide mentions the card (Paleozoic guide), no detailed strategy writeups






