Trap
ContinuousSpatial Collapse
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2875
You can only activate this card if both you and your opponent each have 5 or less cards on the field. The maximum number of cards that each player can have on the field is 5.
Spatial Collapse — Power Evaluation
Final Score: 45 ± 7 · Confidence: Medium
- Intrinsic: 47 · Deck: 44 · Meta: provisional
- Primary role: Floodgate/Control
Why it scores here
Spatial Collapse is a generic Continuous Trap that caps both players at 5 cards on the field, but the evidence shows it converts very little: it appears in 0 recorded combos and has no search, recursion, or refuel route, so it must simply be drawn and set before it does anything. Its floodgate is symmetric and condition-gated (activation only while both players hold 5 or fewer field cards) and any backrow removal ends it, so its interaction value is real but soft. Its 0 ATK/DEF earned nothing here — the score comes almost entirely from the floodgate axis plus the card's splashability across 10 unrelated archetypes. Net, it is a niche control tool that only pays off in low-board, grindier matchups.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 42 | Generic Continuous Trap with no search route shown; it must be drawn, set, and can only be activated while both players have 5 or fewer cards on the field (verified). |
| Combo & Conversion | 12 | Appears in 0 recorded combos and produces no bodies, so it builds nothing from a realistic start (observed). |
| Resource Economy | 20 | Setting it is a pure -1 with no draw, search, or graveyard refuel in its text (verified). |
| Effect & Interaction | 45 | It caps each player at a maximum of 5 cards on the field — a real but symmetric, condition-gated floodgate with no negation (verified). |
| Material Utility | 5 | A Continuous Trap with 0 ATK/DEF; it cannot be a material body and provides no name, level, or attribute value (verified). |
| Resilience & Flexibility | 40 | Continuous and keeps applying across turns, but it is a single backrow card answered by any Spell/Trap removal (inferred). |
| Deck-Building Efficiency | 55 | Runs at 2.6 copies on average across 10 unrelated archetypes with no garnet or lock, but is dead when the field condition cannot be met (observed). |
Calculation
Weight profile: Floodgate/Control primary (single role, no blend). Intrinsic ≈ 47, Deck ≈ 44, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Fully generic Continuous Trap that fits any deck — 10 distinct archetypes run it.
- Hard cap of 5 field cards per player can choke combo decks that need many bodies on board.
- No archetype lock, engine requirement, or garnet to run it.
Weaknesses
- Symmetric effect — it also restricts the controller's own board size.
- Can only be activated while both players already have 5 or fewer cards on the field, so it is dead in many spots.
- No search or recovery: it must be drawn and set, and it does nothing the turn it is set.
- Easily removed by common backrow hate.
Counters / choke points
- Harpie's Feather Duster
- Lightning Storm
- Cosmic Cyclone
- Solemn Judgment
- Any generic Spell/Trap removal
Best use
Control floodgate that caps the opponent's field size. Decks: Predaplant, Branded, Magical Musket, Fiendsmith, Azamina, Icejade, Gadgets, Malefic, Blue-Eyes. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: can only be activated if both players each have 5 or fewer cards on the field.; Card text: the maximum number of cards each player can have on the field is 5.; Continuous Trap, no archetype, 0 ATK / 0 DEF, legal in TCG/OCG/MasterDuel/DuelLinks.
- Observed: 10 decks run it, all in main deck, average 2.6 copies (7 of 10 run 3).; Distributed across 10 distinct archetypes with no single dominant home.; 0 appearances across recorded combos; no board data attached.; Most common co-deck cards are hand traps and board breakers (Harpie's Feather Duster, Solemn Judgment, Ash Blossom, Maxx "C").
- Inferred: The cap is symmetric, so it constrains the controller's own board as well as the opponent's.; It provides no negation and no removal, only a static ceiling on field count.; It has no in-archetype search, so it must be drawn and set, then survives a full turn before applying.
- 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/dated sample, so meta_power is left null






