Skull Invitation
Trap Continuous

Skull Invitation

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Each time a card(s) is sent to the Graveyard, inflict 300 damage to its owner for each card sent.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Jan 15, 2026
39± 8/ 100
Power Score
Intrinsic 37
Deck 40

Skull Invitation — Power Evaluation

Final Score: 39 ± 8 · Confidence: Medium

  • Intrinsic: 37 · Deck: 40 · Meta: provisional
  • Primary role: Floodgate/Control · Secondary: Utility

Why it scores here

Skull Invitation is a generic Continuous Trap that converts every card sent to the Graveyard into 300 damage to its owner, so its value is slow, passive chip damage rather than disruption, negation, or board-building. It shows up in 139 decks across 55 archetypes, mostly burn/stall shells (co-played with Chain Energy, Dark Room of Nightmare, Magic Cylinder and Ring of Destruction), which confirms it is legally splashable but not a power engine. With 0 recorded combo appearances and no removal or protection attached, nearly every axis lands low; its 0 ATK/DEF is irrelevant and earns nothing here. The score reflects a low-impact, slow card that is easy to slot but rarely decisive.

Axis scores

Axis Score Evidence
Accessibility 36 A Continuous Trap that must be drawn and then set (no searcher shown), averaging about 2 copies across 139 decks and live only a turn later (observed).
Combo & Conversion 13 combo data records 0 appearances as starter/searched/material/payoff and the text builds no board, only adding chip damage (observed).
Resource Economy 30 It is a minus-one that returns only incremental burn damage with no draw, search, or GY refuel (verified).
Effect & Interaction 12 The text provides no negation, removal, or disruption, only damage when cards are sent to the Graveyard (verified).
Material Utility 6 As a Trap it cannot be used as Summon material and provides no body, Level, or Attribute (verified).
Resilience & Flexibility 40 A Continuous Trap persists across turns to keep taxing GY sends, but it is fragile to any Spell/Trap removal such as Harpie's Feather Duster (inferred).
Deck-Building Efficiency 55 Fully generic with no garnet, lock, or archetype requirement, so copies are cheap to slot, though it does not advance most gameplans (observed).

Calculation

Weight profile: 0.7 Floodgate/Control + 0.3 Utility. Intrinsic ≈ 37, Deck ≈ 40, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Completely generic: no archetype requirement, no cost, no lock
  • Continuous effect persists across turns, taxing every Graveyard send automatically
  • Effect is not a monster effect, so it is unaffected by common monster negations
  • Punishes the Graveyard-heavy lines that most modern decks rely on
  • Cheap to splash, and redundant copies are fine

Weaknesses

  • Only 300 damage per card sent, a very low burn rate by modern standards
  • Trap timing means it does nothing until set and survives a turn
  • Provides no disruption, negation, removal, or protection
  • Easily wiped by any Spell/Trap removal
  • Does not advance or defend any combo gameplan
  • Deals damage to its own owner's sends as well

Counters / choke points

  • Mystical Space Typhoon
  • Harpie's Feather Duster
  • Twin Twisters
  • Cosmic Cyclone
  • Red Reboot
  • Decks that banish instead of sending to the Graveyard (e.g. under Macro Cosmos / Dimensional Fissure)

Best use

Persistent burn/control Trap that accumulates chip damage. Decks: Burn/Stall, Toon. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: Continuous Trap; each time a card(s) is sent to the Graveyard, inflict 300 damage to its owner for each card sent; Legal in TCG, OCG, MasterDuel and DuelLinks; As a Trap it provides no body and cannot be used as Summon material
  • Observed: 139 decks run it (all in the main deck, 0 in side), average 2.01 copies with distribution 56/25/58 for 1/2/3 copies; Spread across 55 distinct archetypes; largest shares Greed 7.9%, unnamed 7.2%, Vaalmonica 6.5%, Fabled 6.5%, Timelord 5.8%; Top partners include Chain Energy (32.4%), Ring of Destruction (26.6%), Dark Room of Nightmare (23%), Magic Cylinder (22.3%); Combos evidence: 0 appearances; usage statistics shows Toon 100% inclusion at 3 copies (single-archetype sample); 0 guides and no Top-Card ranking
  • Inferred: The partner list indicates a burn/stall shell (Chain Energy, Dark Room of Nightmare, Magic Cylinder, Ring of Destruction); As a Continuous Trap it keeps taxing Graveyard sends across turns but is fragile to Spell/Trap removal; Broad archetype spread reflects generic splashability rather than intrinsic strength
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) usage statistics covers only one archetype (Toon), so inclusion data is thin











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