The Legend of Tickets
Spell Normal

The Legend of Tickets

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  • 1040




Target 1 card in your GY; place it on top of the Deck during the End Phase of this turn, also draw 2 cards instead of 1 for your normal draw during your next Draw Phase. You can only activate 1 "The Legend of Tickets" per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: Medium
54± 8/ 100
Power Score
Intrinsic 52
Deck 55

The Legend of Tickets — Power Evaluation

Final Score: 54 ± 8 · Confidence: Medium

  • Intrinsic: 52 · Deck: 55 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Resource/Card advantage

Why it scores here

The card is a Normal Spell that trades itself for a GY card returned to the top of the Deck and a draw of 2 instead of 1 on the next Draw Phase, so its value is a delayed card-advantage swing of roughly +1 with recursion. It scores on that conversion and on being cheap and clean to run across 9 archetypes, not on any stat block, since it has no ATK, DEF or material role. No combo data or guides were supplied, so the combo and deck-synergy portions rest on deck co-occurrence alone and confidence is Medium.

Axis scores

Axis Score Evidence
Accessibility 55 Hand-activated Spell with no searcher, but it needs a GY target to be worth activating and it is live in 27 sampled decks across 9 archetypes (observed, deck sample).
Combo & Conversion 35 Text converts one GY card into a delayed redraw plus an extra draw, with no recorded boards to confirm a payoff (inferred from text; combo evidence absent).
Resource Economy 68 Spell costs itself, then returns a GY card to the top of the Deck and adds one extra draw, giving roughly +1 net advantage (inferred from text).
Effect & Interaction 5 No negation, removal or hand-trap reach; it is a pure value Spell (verified from card text).
Material Utility 0 A Spell body, never material and never a Level/Attribute provider (verified from card type).
Resilience & Flexibility 45 A single Spell that the opponent can respond to on activation; the delayed draw survives only if the Spell resolves, and it is one-per-turn by name (verified text, inferred impact).
Deck-Building Efficiency 80 No garnet or lock, and observed copies average 2.15 per deck with 2 as the mode, so it runs cleanly as a 1–3 copy slot (observed, deck sample).

Calculation

Weight profile: Primary role Recovery/Recursion weights (no secondary blend applied). Intrinsic ≈ 52, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts a GY card back into a redraw while adding one extra draw, a clean +1 card-advantage line
  • Runs in 27 sampled decks across 9 archetypes, so it is portable and not locked to one home
  • Almost no deckbuilding cost: one-of to three-of Spell slot with no garnets or locks

Weaknesses

  • Delayed value: the draw bonus lands only on the next Draw Phase, so it is slow against a fast board
  • Needs a GY target to be worth activating, which limits it in early turns
  • Zero combo, material or interaction value; it is a value Spell rather than a board or engine piece

Counters / choke points

  • Responses to the Spell activation, such as hand traps or counters that negate Spell activations (inferred from card type; Ash Blossom & Joyous Spring appears as a frequent co-deck partner)
  • Opponent GY hate or graveyard-exile effects that remove the target before the End Phase (inferred)

Best use

Recovery/Recursion. Decks: Silent Swordsman, Silent Magician, Dark Magician, Shining Sarcophagus. Suggested copies: 2.

Evidence & gaps

  • Verified: Text: target 1 card in your GY, place it on top of the Deck during the End Phase, draw 2 instead of 1 on the next Draw Phase; Card type is Normal Spell, so it has no material or stat role; Once-per-turn restriction by name is printed on the card
  • Observed: Present in 27 of 27 sampled decks (100% main, 0 side); Copies average 2.15 per deck, distribution 1:2, 2:19, 3:6; Top partners appear in 92.6% of decks (Ash Blossom, Maxx C, Called by the Grave and others)
  • Inferred: Net card advantage is roughly +1 across the GY recursion plus the extra draw; Recursion value depends on a GY target being available, so early-turn activation is weaker
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion is inferred from the 27-deck sample only no rulings on delayed-effect timing against Draw Phase replacement effects











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