The Golden Apples
Trap Normal

The Golden Apples

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When you take battle damage while you control no monsters: Gain LP equal to the battle damage you took, and if you do, Special Summon 1 "Malus Token" (Fiend/DARK/Level 1/ATK ?/DEF ?). Its ATK/DEF are each equal to the amount of LP you gained by this effect.




 
 
AI Power Analysis
Material bodyConfidence: MediumEvaluated Jun 21, 2026
43± 6/ 100
Power Score
Intrinsic 45
Deck 42

The Golden Apples — Power Evaluation

Final Score: 43 ± 6 · Confidence: Medium

  • Intrinsic: 45 · Deck: 42 · Meta: provisional
  • Primary role: Material body · Secondary: Recovery/Recursion, Utility

Why it scores here

The Golden Apples only converts a losing board state (no monsters plus battle damage taken) into LP and a Malus Token whose ATK/DEF equal the LP gained, so its payoff is a defensive body plus recovery rather than proactive advantage. It brings no disruption, does nothing to build a board on its own, and is an unsearchable, situational Normal Trap, so its stats and token size never translate into real pressure. Decks evidence confirms it is a splashable generic 1-of (78 decks, 1.18 avg copies, 36 distinct archetypes) but there are zero recorded combos, so its centrality and ceiling are low. High ATK/DEF potential on the token earns no points here because it only appears when you are already behind.

Axis scores

Axis Score Evidence
Accessibility 28 Unsearchable Normal Trap that requires you to control no monsters and take battle damage, so it is only ever drawn naturally and is conditionally live (verified).
Combo & Conversion 18 Does nothing proactively and combo data records 0 appearances, so it only ever adds one reactive token body (observed).
Resource Economy 45 Gains LP equal to the battle damage taken and turns the trap into a replacement body, roughly even value with no net card advantage (verified).
Effect & Interaction 12 Card text provides no negation, removal, or opponent disruption of any kind (verified).
Material Utility 52 Summons a Level 1 DARK Fiend token whose ATK/DEF equal the LP gained, a clean body usable as Link/Synchro/XYZ material even if otherwise blank (verified).
Resilience & Flexibility 30 One-shot trap that is only live when beaten down on an empty board and is dead in most other spots (inferred).
Deck-Building Efficiency 50 No garnet, fully generic, run at 1.18 avg copies across 36 archetypes, but the situational condition means extra copies can brick (observed).

Calculation

Weight profile: 0.7 Material body + 0.3 Recovery/Recursion. Intrinsic ≈ 45, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Fully generic, archetype-free Normal Trap that can be slotted into almost any deck
  • Turns a losing board state into both LP recovery and a variable-size Level 1 DARK Fiend token body
  • Token scales with damage taken, so a large hit produces a large material body

Weaknesses

  • Requires you to control no monsters and to take battle damage, so it is dead when ahead or when the opponent avoids attacking
  • Unsearchable and un-archetyped, so it can only be drawn naturally
  • Provides no disruption, negation, or removal against the opponent
  • Zero recorded combo appearances means it has no demonstrated proactive ceiling

Counters / choke points

  • Harpie's Feather Duster / Cosmic Cyclone / backrow removal before the battle phase
  • Not attacking into an empty board, or keeping the opponent's LP untouched
  • Ash Blossom & Joyous Spring and similar negation of the Special Summon effect

Best use

Situational defensive comeback trap that recovers LP and leaves a material body. Decks: Labrynth, Unchained, Branded, Generic trap-heavy control. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: gain LP equal to battle damage taken while controlling no monsters, then Special Summon 1 Malus Token whose ATK/DEF equal the LP gained; Card text: activates only when you take battle damage while you control no monsters; No negation, removal, or disruption effect is present in the text; Normal Trap, archetype null, 0 ATK/DEF
  • Observed: 78 recent decks run it, 78 in main deck, 0 in side; Average 1.18 copies per deck (69 decks at 1, 4 at 2, 5 at 3); 36 distinct archetypes, indicating broad generic splashability; 0 combo appearances with 0% share of combos
  • Inferred: Unsearchable within its own text and evidence, so accessibility relies purely on natural draw; Primary role is Material body (token) with secondary Recovery/Recursion (LP gain); Situational condition keeps it out of proactive combo lines
  • 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











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