Smile Potion
Trap Normal

Smile Potion

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If your opponent controls a monster whose current ATK is higher than its original ATK, while you control no monsters: Draw 2 cards. You can only activate 1 "Smile Potion" per turn.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Aug 2, 2026
37± 8/ 100
Power Score
Intrinsic 37
Deck 42

Smile Potion — Power Evaluation

Final Score: 37 ± 8 · Confidence: Medium

  • Intrinsic: 37.4 · Deck: 42 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Smile Potion converts a narrow board-state window into a clean +1 (draw 2 for one Trap) and essentially nothing else: it builds no board, provides no disruption, and leaves no body. Its score is held up mainly by the fact that the condition is genuinely satisfiable in its native home (Smile World co-occurs in 95% of the 20 sampled decks) and that its text is fully generic and has been used across 11 distinct archetypes. The draw count and the generic frame earn points for resource economy, accessibility and deckbuilding only; the Normal-Trap speed, the 'while you control no monsters' clause and the total absence of interaction cap it far below staple tier. High draw volume does not by itself make this a strong card.

Axis scores

Axis Score Evidence
Accessibility 35 Generic, no-archetype Normal Trap run in 20 sampled decks across 11 distinct archetypes, but it is dead unless the opponent controls an ATK-boosted monster while your own field is empty (verified).
Combo & Conversion 15 As a Trap it builds nothing toward a board; combos_evidence records 0 appearances and no starter, material or payoff role (observed).
Resource Economy 55 Drawing 2 for a single Trap is a net +1 when the condition holds, but the condition makes that refuel unreliable rather than repeatable (verified).
Effect & Interaction 5 The text provides no negation, no removal and no disruption of any kind — it only draws (verified).
Material Utility 3 It is a Trap with no ATK/DEF, no Level and no body, so it cannot function as material under any circumstance (inferred).
Resilience & Flexibility 25 It must be Set and survive a full turn, is a one-shot with a hard once-per-turn activation and has no GY recursion or multi-zone use (inferred).
Deck-Building Efficiency 45 No locks, no garnets and redundant copies are legal, but a condition-dependent Trap is a real slot risk outside dedicated ATK-boosting builds (verified).

Calculation

Weight profile: Primary role Utility (default profile), no meaningful secondary blend applied; M weight reflects the trap frame's inability to provide material.. Intrinsic ≈ 37.4, Deck ≈ 42, Meta = provisional. Modifiers: Conditional / frequently dead Trap (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Draw 2 for a single Trap card is a genuine net +1 when the condition is met
  • Fully generic text with no archetype lock; observed across 11 distinct archetypes in the sample
  • Naturally enabled in its home build — Smile World co-occurs in 95% of the sampled decks, since it raises the opponent's monsters' ATK too
  • No locks, no garnets, no extra-deck or material requirements; redundant copies are legal

Weaknesses

  • Double condition (opponent's monster with boosted current ATK, and an empty field on your side) makes it dead in many game states
  • Normal Trap speed — must be Set and survive a turn before it can pay off
  • Provides zero interaction: no negation, no removal, no board presence
  • One activation per turn and no graveyard recursion, so it is a one-shot refuel
  • Cannot be used as material or contribute to any summoning line

Counters / choke points

  • Effects that negate the Trap's activation or its effect deny the two draws entirely
  • Decks that never raise a monster's current ATK above its original ATK keep the condition permanently off
  • Any monster on your own field at activation time turns the card off
  • Anti-backrow / Trap-removal effects can strip it while it sits face-down
  • Spell/Trap lockout effects prevent it from being used at all

Best use

Conditional card-advantage Trap supported by ATK-boosting effects. Decks: Performapal, Odd-Eyes, P.U.N.K., Smile World builds. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: a Normal Trap that draws 2 if the opponent controls a monster whose current ATK is higher than its original ATK, while you control no monsters; Hard once-per-turn clause: 'You can only activate 1 "Smile Potion" per turn'; Card has no archetype (archetype: null) and no ATK/DEF — the text is fully generic; Listed as legal in TCG, OCG, MasterDuel and DuelLinks; no banlist token supplied; 20 sampled decks run it, all in the main deck, average 2.3 copies (13 decks at 3 copies, 7 decks at 1 copy)
  • Observed: decks_evidence shows 11 distinct archetypes, indicating it is not tied to a single theme; Smile World co-occurs in 95% of the sampled decks and Smile Action in 65%; combos_evidence: 0 appearances out of all recorded combos, with no starter, searched, material, payoff or end-board presence; guides_evidence: 0 guides mention the card; usage_statistics unavailable — no StatisticsCard rows exist for this card
  • Inferred: Smile World raises all monsters' ATK including the opponent's, which is the natural way to satisfy the 'current ATK higher than original ATK' condition; As a Normal Trap it can only pay off a turn after being Set, so it is a slow refuel rather than an in-hand answer; Traps cannot be used as material, so the card contributes nothing to summoning lines or board development; The 'while you control no monsters' clause makes the card anti-synergistic with committing bodies to the field
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no metagame sample, so meta_power is null and the final score is provisional











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