Skill Prisoner
Trap Normal

Skill Prisoner

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Target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect.




 
 
AI Power Analysis
Negation/InteractionConfidence: MediumEvaluated Jun 14, 2026
52± 6/ 100
Power Score
Intrinsic 51
Deck 52

Skill Prisoner — Power Evaluation

Final Score: 52 ± 6 · Confidence: Medium

  • Intrinsic: 51 · Deck: 52 · Meta: provisional
  • Primary role: Negation/Interaction · Secondary: Utility

Why it scores here

Skill Prisoner converts a narrow input — monster effects that target a card you control when they activate — into a hard negation, and its Graveyard banish effect lets it repeat that protection a second time on a later turn. Its ceiling is limited: it does nothing proactive, cannot be used the turn it is Set, and only answers a subcategory of interaction, so it functions as a defensive tech rather than a win condition. The 0 ATK/DEF and Trap body earn no points here; the score reflects reliable but narrow interaction, cheap deck cost, and a reusable second mode.

Axis scores

Axis Score Evidence
Accessibility 50 185 decks run it in the main deck at 1.55 copies on average and it is a generic Normal Trap needing no archetype, but Traps must be Set for a turn first, so it is never a turn-1 enabler (observed).
Combo & Conversion 15 It builds no board and contributes nothing offensively; combo data shows 0 appearances, so its contribution is purely defensive (observed).
Resource Economy 45 It spends itself to negate one effect (roughly a -1 on resolution), but the Graveyard banish effect grants a second, later use without an additional card (verified).
Effect & Interaction 56 It hard-negates any monster effect that targeted a card you control at activation, but only that narrow class of targeting monster effects (verified).
Material Utility 5 As a Trap Card it provides no body, Level, Attribute, link material, or name value (verified).
Resilience & Flexibility 50 The Graveyard effect is usable on either player's turn except the turn it was sent, and can protect the same or a different card, giving a second defensive window (verified).
Deck-Building Efficiency 65 No archetype lock and no garnet; 1-3 copies are all playable, making it a clean 1-2 slot tech option (observed).

Calculation

Weight profile: 0.7 Negation/Interaction + 0.3 Utility. Intrinsic ≈ 51, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Hard-negates monster effects that target a card you control at activation
  • Graveyard banish effect grants a reusable second activation on any later turn
  • Generic Normal Trap with no archetype lock, splashable across many decks

Weaknesses

  • Only answers monster effects that target at activation — does not stop non-targeting or Spell/Trap removal
  • Must be Set for a turn before it can be used, so it is slow in the opening turn
  • Does nothing proactive; contributes no board, advantage, or pressure

Counters / choke points

  • Non-targeting removal (e.g. effects that do not target at activation)
  • Spell/Trap removal and back-row hate before it can be Set or used
  • Effects that negate the Trap's activation
  • Itself becomes irrelevant into decks that do not rely on targeting monster effects

Best use

Defensive set-Trap negation tech to protect key cards from targeting monster effects. Decks: Burning Abyss, Phantom Knights, Galaxy Photon, Tindangle. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: Normal Trap that negates monster effects which targeted a card you control at activation; Card text: Graveyard banish effect re-applies the negation during either player's turn except the turn it was sent; Type is Trap Card (Normal) with 0 ATK/DEF and no archetype membership
  • Observed: 185 decks run it, 185 in the main deck, average 1.55 copies (max 3); Top archetypes: Burning Abyss 36.8%, Galaxy Photon 8.6%, Tindangle 8.1%; 31 distinct archetypes run it, confirming broad generic usage; 0 appearances in combo data, consistent with a defensive non-combo role; Appears in 3 guides as a 'Core Tech Slot' / tech option
  • Inferred: As a Normal Trap it must be Set for a turn, so it cannot be a turn-1 enabler; Its interaction is narrow because it only covers targeting monster effects; The Graveyard effect provides a reusable but delayed second activation
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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