Redeemable Jar
Trap Continuous

Redeemable Jar

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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.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 6, 2026
55± 6/ 100
Power Score
Intrinsic 53
Deck 57

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











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