Spatial Collapse
Trap Continuous

Spatial Collapse

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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.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Feb 3, 2026
45± 7/ 100
Power Score
Intrinsic 47
Deck 44

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











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