Trap
ContinuousRedeemable Jar
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2454
You can banish 1 Trap from your GY; add from your GY to your hand, 1 Trap with a different original name from that banished card. You can only use this effect of "Redeemable Jar" once per turn.
Redeemable Jar — Power Evaluation
Final Score: 55 ± 6 · Confidence: Medium
- Intrinsic: 53 · Deck: 57 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Utility
Why it scores here
Redeemable Jar is a solid Trap recursion tool that efficiently cycles banished Traps back to hand on a once-per-turn basis, enabling resource sustainability in grindy mid-to-late-game scenarios. Its value is constrained by complete absence of board-building potential, zero opponent interaction, and fragility as a Continuous Trap. The card excels in deckbuilding efficiency, appearing across 45 distinct Trap-heavy archetypes without garnet risk, but remains a utility piece dependent on Trap-centric homes rather than a scalable powerhouse.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Searchable via Trap Trick (43.2% co-run rate) and deployable across 45 distinct archetypes, but requires pre-existing Trap in GY and survival to activation. (observed) |
| Combo & Conversion | 28 | Produces zero board extension or combo payoff; the effect merely converts one banished Trap into one hand Trap with no multiplication. (verified) |
| Resource Economy | 68 | Efficiently recycles banished Traps via selectivity (choose which Trap to recover), enabling multi-turn resource sustainability despite once-per-turn activation. (inferred) |
| Effect & Interaction | 12 | Provides zero disruption, negation, or opponent interaction; purely a self-recovery tool with no defensive negation. (verified) |
| Material Utility | 8 | As a Trap card, incompatible with monster-based material systems (Synchro/Xyz/Fusion/Link); negligible value as non-Monster material. (inferred) |
| Resilience & Flexibility | 38 | Accumulates value across multiple turns if it survives, but is fragile to Continuous Trap removal such as Twin Twisters and Cosmic Cyclone. (inferred) |
| Deck-Building Efficiency | 77 | Slots cleanly into any Trap-heavy archetype at 1-copy standard across 88 decks with zero garnet risk or archetype lock-in. (observed) |
Calculation
Weight profile: Recovery/Recursion (primary role only). Intrinsic ≈ 53, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Efficient Trap recursion and selectivity: converts spent Traps to reusable hand resources
- Splashable across 45+ distinct Trap-centric archetypes with no archetype lock
- Clean deckbuilding with 1-copy standard; zero garnet or bricking risk
- Multi-turn accumulation of value enables grindy resource sustainability
Weaknesses
- Zero board-building or combo-extension potential
- Requires pre-existing Trap in GY to function; setup-dependent
- Fragile to Continuous Trap removal (Twin Twisters, Cosmic Cyclone, Harpie's Feather Duster)
- Once-per-turn clause limits recovery rate in protracted games
- Purely defensive/recovery; zero offensive disruption or opponent interaction
Counters / choke points
- Twin Twisters, Cosmic Cyclone, Harpie's Feather Duster (destroy before activation)
- Handtraps and disruption on Trap setup/activation
- Decks with natural Trap recursion or low Trap density bypass need for this card
Best use
Trap recursion and resource recovery piece for mid-to-late-game value. Decks: Eldlich, Apophis, Traptrix, Phantasm Spiral, Paleozoic, Egyptian God, Koa'ki Meiru. Suggested copies: 1.
Evidence & gaps
- Verified: Card effect: banish 1 Trap from GY, add different-named Trap from GY to hand, once per turn; Appears in 88 recent decks across all formats (TCG, OCG, MasterDuel); Main-deck inclusion (88/88); not used as side-deck tech; Appears in 45 distinct archetypes, primarily Trap-focused decks (76.1% of runners)
- Observed: Most frequent with Trap Trick (43.2% co-run), Torrential Tribute (38.6%), Super Starslayer (38.6%); Typical inclusion rate: 1 copy (77.3% of decks), some 2 copies (19.3%), rare 3 copies (3.4%); Not a top-card competitive pick (no rankings or top-placement data); Consistently played across multiple Trap-centric homes (Eldlich, Apophis, Traptrix, Paleozoic)
- Inferred: Provides recurring Trap selection and recycling, enabling multi-turn resource efficiency; Requires GY setup (at least 1 Trap in GY) and survival to activation, limiting early-game impact; Splashability across many Trap archetypes derives from universal value of recursion, not archetype-specific synergy; No offensive payoff or board-building; purely defensive/recovery utility
- Data gaps: No combos supplied — combo conversion and board-building potential cannot be measured empirically No guides supplied — human strategic guidance and role confirmation absent No usage statistics (StatisticsCard) — cannot confirm consistent inclusion % within each archetype's top-performing decklists No banlist tokens for any format — ban status assumed unlimited (3 copies) across all formats No top-card rankings — competitive viability and meta relevance unconfirmed






