Stage of Destiny
Trap Normal

Stage of Destiny

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You can activate this card the turn it was Set, by revealing 1 Normal Monster in your hand. Special Summon up to 5 Normal Monsters from your hand and/or GY in Attack Position, also you cannot Special Summon from the Extra Deck for the rest of this turn after this card resolves. You can only activate 1 "Stage of Destiny" per turn.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 9, 2026
55± 8/ 100
Power Score
Intrinsic 56
Deck 54

Stage of Destiny — Power Evaluation

Final Score: 55 ± 8 · Confidence: Medium

  • Intrinsic: 56 · Deck: 54 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Extender

Why it scores here

Stage of Destiny is a set-and-activate Trap that turns a single revealed Normal monster into up to five Attack Position Normal bodies drawn from hand and GY, so it converts Normal-monster density into board presence. It earns its mid-band score from that conversion and from practical access in two homes (Primite and Blue-Eyes), not from its ATK/DEF, which are irrelevant to a Trap. The score is held down by zero opponent interaction, a self-restriction that bars Extra Deck Special Summons for the rest of the turn, and reliance on Normal-monster density that a non-Normal deck cannot supply.

Axis scores

Axis Score Evidence
Accessibility 62 Needs a Normal monster in hand to reveal, but it can be Set and activated the same turn, and 13 of 13 sampled decks run it in two main archetypes (observed).
Combo & Conversion 72 Text converts one revealed Normal into up to five Attack Position Normal bodies from hand and GY, a strong board-making effect (verified); no recorded combo boards exist, so the realised conversion is inferred from text only.
Resource Economy 50 Recycles dead Normal monsters from the GY into board presence without card advantage, a moderate refuel (inferred).
Effect & Interaction 5 The card has no negation, removal, or disruption effect of its own (verified).
Material Utility 45 Summons Normal monsters, which are generic material for many summon types, but the card itself adds no material body (inferred).
Resilience & Flexibility 45 A Trap that can be negated when activated, and its value depends on Normal monsters being present in hand or GY (inferred).
Deck-Building Efficiency 65 Single copy in most decks at 1.08 average copies, with no garnet or lock beyond the Normal-monster requirement and the Extra Deck summon restriction (observed).

Calculation

Weight profile: 0.7 Starter / Combo enabler + 0.3 Extender. Intrinsic ≈ 56, Deck ≈ 54, Meta = provisional. Modifiers: Self-locking restriction (Extra Deck Special Summon lock) (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts a single revealed Normal monster into up to five Normal bodies from hand and GY
  • Can be Set and activated the same turn
  • Live in two homes (Primite and Blue-Eyes) with 13 of 13 sampled decks running it

Weaknesses

  • No opponent interaction of any kind
  • Only as strong as the Normal-monster density in the deck
  • Blocks Extra Deck Special Summons for the rest of the turn
  • Single copy in most decks, so little redundancy

Counters / choke points

  • Negation of the Trap's activation (inferred from it being a Trap card)
  • Opponent disruption before the Normal monsters reach the field (inferred)

Best use

Starter / board-making support for Normal-monster decks. Decks: Blue-Eyes, Primite. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: set-and-activate the turn it was Set by revealing a Normal monster; Special Summons up to 5 Normal monsters from hand and/or GY in Attack Position; no Extra Deck Special Summons for the rest of the turn; once per turn by name; 13 of 13 decks run it, 1.08 average copies, 3 archetypes
  • Observed: Two main archetypes (Primite, Blue-Eyes) account for 12 of 13 decks; Partner co-occurrence with Blue-Eyes White Dragon and Primite Dragon Ether Beryl at 92.3%
  • Inferred: Board-making conversion from text, since there are no combo boards; Negation exposure as a Trap card
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so archetype inclusion is inferred from the 13-deck sample only race field reads 'Normal' on a Trap card, most likely a data artifact; not used in scoring no banlist token; assumed 3 copies (unlimited)











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