The Eye of Truth
Trap Continuous

The Eye of Truth

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Your opponent must keep their hand revealed. Once per turn, during your opponent's Standby Phase, if they have a Spell(s) in their hand: They gain 1000 LP if they have a Spell(s) in their hand at resolution.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Sep 30, 2026
31± 8/ 100
Power Score
Intrinsic 33
Deck 34

The Eye of Truth — Power Evaluation

Final Score: 31 ± 8 · Confidence: Medium

  • Intrinsic: 32.8 · Deck: 33.5 · Meta: provisional
  • Primary role: Utility · Secondary: Floodgate/Control

Why it scores here

The Eye of Truth converts a card and a backrow slot into a permanent hand reveal plus a mandatory Standby-Phase clause that hands the opponent 1000 LP, so its effect is card-negative and can actively help the opponent. Its one genuine asset is cost: it is a generic, archetype-free Continuous Trap that the supplied sample main-decked in 400 lists at 1.67 copies across 94 archetypes, but 0 recorded combo appearances show it builds no board, and that frequency confirms accessibility rather than power. With interaction, resource economy and material utility all near the floor and only accessibility and deckbuilding efficiency scoring respectably, the weighted result stays low; its 0 ATK/DEF and its rarity/price earn nothing here. The deck sample still keeps the score out of the single digits through the Deck term, while the Duel Links Limited-1 status costs it a small penalty.

Axis scores

Axis Score Evidence
Accessibility 40 A generic, archetype-free Continuous Trap with no searcher in the evidence — it must be drawn and Set for a turn before it is live, though the sample main-decks it at 1.67 copies on average (observed).
Combo & Conversion 5 It summons nothing, adds nothing and appears in 0 of the recorded combos, so it converts a card into no board or extension (observed).
Resource Economy 10 It is a flat -1 in card terms whose only return is information, while the mandatory Standby-Phase clause actively gives the opponent 1000 LP (verified).
Effect & Interaction 15 The only opponent-facing effect is a continuous hand reveal; there is no negation, removal or disruption, and the trigger even rewards the opponent with LP (verified).
Material Utility 2 As a Continuous Trap with 0 ATK/DEF it cannot be used as material for any Summon and provides no Level, Attribute or name value (verified).
Resilience & Flexibility 20 It stays face-up and keeps the hand revealed across turns while it survives, but it does nothing until the opponent's Standby Phase and any backrow removal ends it (inferred).
Deck-Building Efficiency 45 No archetype lock, no garnet and no discard cost, and redundant copies are legal in TCG/OCG, though it still consumes a backrow slot for negligible return (observed).

Calculation

Weight profile: 0.7 Utility (default) + 0.3 Floodgate/Control. Intrinsic ≈ 32.8, Deck ≈ 33.5, Meta = provisional. Modifiers: Duel Links Limited to 1 (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Completely generic Continuous Trap with no archetype, type or name restriction, so any deck can slot it.
  • Permanently reveals the opponent's hand while it stays face-up, giving information on hand traps and follow-up plays.
  • No garnet, no discard, no locks — the deckbuilding cost of including it is minimal.
  • Appears in 400 of the sampled main decks at 1.67 average copies across 94 distinct archetypes, confirming it is easy to access and include.

Weaknesses

  • Its only triggered effect is a pure downside: the opponent gains 1000 LP during their Standby Phase if they hold a Spell.
  • No card advantage, no disruption and no board presence — it is a -1 in card terms.
  • Slow: it must be Set for a turn, and any backrow removal strips it before or after it resolves.
  • 0 recorded combo appearances despite heavy deck presence, showing it builds nothing in real lines.
  • Limited to 1 copy in Duel Links.

Counters / choke points

  • Backrow removal such as Mystical Space Typhoon, Cosmic Cyclone, Lightning Storm or Harpie's Feather Duster.
  • Trap-negation or Trap-disabling effects (e.g. Jinzo-style continuous Trap shutoff, Counter Traps that negate the activation).
  • The opponent simply benefits from the card's own LP gain, so it can be ignored rather than answered.
  • Rounds where the opponent holds no Spell, making the Standby-Phase clause do nothing at all.

Best use

Generic hand-information Continuous Trap / low-cost utility backrow. Decks: Eldlich (control), Altergeist (control), Generic Trap-heavy control shells that value hand information. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: opponent must keep their hand revealed (Continuous Trap).; Card text: once per turn, during the opponent's Standby Phase, if they have a Spell(s) in their hand, they gain 1000 LP at resolution.; Card identity: The Eye of Truth, Continuous Trap, 0 ATK / 0 DEF, archetype null, legal in TCG/OCG/Master Duel/Duel Links.; legal copies.duellink = 1 (Limited to 1 in Duel Links).
  • Observed: 400 sampled decks run it in the main deck (400 of 400), 0 in the side; average 1.67 copies (distribution 240x1, 51x2, 109x3).; 94 distinct archetypes include it; largest shares are Branded 8.2%, Phantom Beast (Chimera) 7.2%, Relinquished 7.2%, Predaplant 7.0%, Altergeist 3.8%.; Top co-deck partners are generic staples: Ash Blossom & Joyous Spring 70.8%, Called by the Grave 68.2%, Nibiru 52.2%, Maxx "C" 47.2%.; combo data: 0 appearances, 0 as starter/searched/material/payoff/end-board, average power index null.; usage statistics: Altergeist 100% inclusion at 1 typical copy (single archetype row).; 1 guide mentions it, listed in an Eldlich control guide's main-deck section.
  • Inferred: Permanent hand reveal provides information only — it generates no card advantage and no board presence.; The Standby-Phase clause is opponent-controlled: it only fires when the opponent holds a Spell, and it rewards them when it does.; The combination of heavy main-deck inclusion and zero combo appearances indicates a filler/tech slot rather than a combo or win-condition piece.; As a Continuous Trap with 0 ATK/DEF it has no material, Level, Attribute or name utility.
  • Data gaps: no combos supplied — combo conversion is text-only inference no dated metagame sample is supplied, so meta power is null/provisional signals conflict: deck data shows 400/400 main-deck inclusion while combo data is entirely empty no rulings or official FAQ snippets supplied for the Continuous Trap's timing/trigger usage statistics covers only one archetype (Altergeist), so cross-archetype consistency is thinly sampled











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