The True Name
Spell Normal

The True Name

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Declare 1 card name; excavate the top card of your Deck, and if it is the declared card, add it to your hand, then you can add to your hand, or Special Summon, 1 DIVINE monster from your Deck. Otherwise, send it to the Graveyard. You can only activate 1 "The True Name" per turn.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Oct 7, 2026
44± 8/ 100
Power Score
Intrinsic 45
Deck 44

The True Name — Power Evaluation

Final Score: 44 ± 8 · Confidence: Medium

  • Intrinsic: 44.7 · Deck: 43.6 · Meta: provisional
  • Primary role: Searcher/Tutor · Secondary: Combo enabler

Why it scores here

The True Name is a gamble tutor: it declares one card name and excavates one card, so a hit requires the declared card to be the top card (roughly copies in deck divided by remaining deck size, a low single-digit percentage). A hit converts into the declared card plus one DIVINE monster, which is real value, but the miss case only mills one card, and nothing in the evidence shows a measured hit rate or a combo line. The 329 decks running it and its partner list confirm it is played, not that it is strong, so those counts were not used to raise the score.

Axis scores

Axis Score Evidence
Accessibility 40 Hit rate is low per activation because it depends on the declared card sitting on top of the Deck; no combo or hit-rate data exists to raise it (inferred from text).
Combo & Conversion 35 A hit yields the declared card plus a DIVINE monster, but there are zero recorded combo boards to confirm the conversion (inferred from text; combo data total combos = 0).
Resource Economy 55 A hit is a card-advantage gain and a miss mills one card to the Graveyard, which is neutral-to-positive refuel (inferred from text).
Effect & Interaction 5 The card has no negation, removal or disruption effect (verified from text).
Material Utility 5 It is a Spell Card and cannot be used as material (verified from card type).
Resilience & Flexibility 30 It is a once-per-turn Spell that a single spell negate or Spell-removal stops, and its miss case delivers nothing (inferred from text and frame type).
Deck-Building Efficiency 70 It costs one slot with no garnet or lock, and the observed 1.79 average copies with a maximum of 3 show cheap, redundant copies are common (observed, deck data).

Calculation

Weight profile: 0.7 Searcher/Tutor + 0.3 Starter/Combo enabler. Intrinsic ≈ 44.7, Deck ≈ 43.6, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • A hit yields two cards: the declared card and a DIVINE monster
  • Cheap to run: one slot, no garnet, copies can be redundant

Weaknesses

  • Low hit rate per activation because it depends on the top card of the Deck
  • Miss case delivers nothing
  • No recorded combo boards to confirm conversion

Counters / choke points

  • Single spell negation or Spell-removal stops the activation

Best use

Searcher/Tutor. Decks: Dark Magician, Egyptian God, Gunkan. Suggested copies: 2.

Evidence & gaps

  • Verified: Spell Card that declares one card name and excavates the top card; On a hit it adds the declared card to hand, then can add or Special Summon one DIVINE monster from the Deck; Once per turn
  • Observed: 329 decks run it, average 1.79 copies, max 3; Top partners include Slifer the Sky Dragon and Illusion of Chaos; Gameplay split: 73.3% type 7, 20.1% type 4
  • Inferred: Hit chance is roughly copies in deck over remaining Deck size; Miss mills one card to the Graveyard, which is neutral to positive refuel
  • Data gaps: no combos supplied - combo conversion is text-only inference no guides supplied no banlist token - assumed 3 copies (unlimited) usage statistics covers only one archetype (Spellbook), a small sample no hit-rate or probability data for the excavate step











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