Trap
ContinuousSpacegate
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3119
Each time a monster your opponent controls attacks or is attacked, place 1 Gate Counter on this card at the end of the Damage Step. During your Main Phase: You can send this card to the Graveyard; Special Summon 1 monster from your hand whose Level is less than or equal to the number of Gate Counters on this card.
Spacegate — Power Evaluation
Final Score: 23 ± 5 · Confidence: Medium
- Intrinsic: 24 · Deck: 23 · Meta: provisional
- Primary role: Utility · Secondary: Recovery/Recursion
Why it scores here
Spacegate is a slow, battle-dependent Continuous Trap whose only payoff is Special Summoning a monster from hand once it has accumulated Gate Counters. It converts nothing on its own: it must be drawn, set, survive a turn, and then watch opposing monsters attack or be attacked before its Main Phase send-to-Graveyard effect can summon a hand monster whose Level is under the counter count. No combo or guide evidence exists, and the summon is limited to hand and to a single use, so it reliably produces at most one extra body and never disrupts the opponent. The card's ATK/DEF are 0 and grant no points; its score is driven entirely by its poor accessibility, negligible interaction, and heavy setup cost.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 18 | A normal Trap requiring a set turn plus battle to gather counters — no searcher, starter, or searched evidence backs it up (inferred). |
| Combo & Conversion | 12 | combos_evidence shows 0 appearances and 0 as_starter/as_material, so from a realistic start it builds nothing (observed). |
| Resource Economy | 22 | It sends itself to the Graveyard (−1 body) to trade a hand monster onto the field, roughly even but only after heavy setup (inferred). |
| Effect & Interaction | 5 | Card text grants no negation, removal, or disruption against the opponent at any point (verified). |
| Material Utility | 8 | As a Trap card it cannot be used as material itself; only the summoned hand monster could serve that role (verified). |
| Resilience & Flexibility | 15 | It is a single-use card that must survive to a battle and a Main Phase, easily removed before it ever resolves (inferred). |
| Deck-Building Efficiency | 28 | One generic Trap slot with no garnet or lock, but also no redundancy or searchability and effectively unplayed at 1 copy in 1 deck (observed). |
Calculation
Weight profile: Utility / no clear role (default) weights. Intrinsic ≈ 24, Deck ≈ 23, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Can Special Summon a monster from hand without using the Normal Summon or paying a cost, once enough Gate Counters exist.
- No archetype or attribute lock, so the summoned body is unrestricted.
- Level ceiling scales with counters, in principle allowing a large hand monster if the duel drags on.
Weaknesses
- Requires a set turn and repeated battle involving opposing monsters to gain any counters at all.
- Summons only from hand at a net card loss, and only once, since it sends itself to the Graveyard.
- Provides no disruption, removal, or negation whatsoever.
- Completely dead if the opponent refuses to attack or removes it before the Main Phase.
Counters / choke points
- Backrow removal such as Mystical Space Typhoon or Cosmic Cyclone before counters accumulate.
- Negating the Trap's activation or effect (e.g. Solemn Judgment or a Trap negator).
- Simply not attacking, denying the Gate Counter accumulation entirely.
- Removing the set card during the End Phase before it can be used.
Best use
Slow conditional hand-summon outlet. Decks: Utility / tech Trap shells (unverified in sample). Suggested copies: 1.
Evidence & gaps
- Verified: Card text: places 1 Gate Counter each time an opponent's monster attacks or is attacked, at the end of the Damage Step.; Card text: during your Main Phase you can send this card to the Graveyard to Special Summon 1 monster from hand with Level ≤ the number of Gate Counters.; It is a Continuous Trap with 0 ATK and 0 DEF and no archetype.
- Observed: decks_evidence: runs in 1 deck at exactly 1 copy, main deck.; combos_evidence: 0 appearances across recorded combos, 0 as_starter, 0 as_material, 0 as_payoff.; 0 guides mention the card.
- Inferred: Because it is a Trap, it needs a set turn before it can be used, and its effect requires an intervening battle, making it inherently slow.; Sending itself to the Graveyard to summon one hand monster is roughly card-neutral but requires prior setup, so its realistic output is one body at most.
- 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 deck sample is a single generic list, so synergy signals are not meaningful






