Trap
ContinuousTour of Doom
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During your opponent's Standby Phase, toss a coin. ● Heads: Your opponent cannot Normal Summon or Flip Summon until the End Phase. ● Tails: You cannot Normal Summon or Flip Summon during your next turn.
Tour of Doom — Power Evaluation
Final Score: 51 ± 8 · Confidence: Medium
- Intrinsic: 53 · Deck: 50 · Meta: provisional
- Primary role: Floodgate / Control
Why it scores here
Tour of Doom is a generic continuous trap whose value is a 50/50 coin-flip summon lock at the opponent's Standby Phase. Heads stops Normal and Flip Summons until End Phase, but tails locks the controller's own summons for the next turn, so the effect is soft and self-restricting. The card earns its score from accessibility as a generic trap and from its clean, cheap slot cost. It earns little from combo conversion or resource economy, since no combo or card-advantage evidence is supplied. Its 12-deck presence and five archetypes confirm it is a real, portable staple, not evidence of raw power.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | A generic face-down trap that is live once set; 12 of 12 sampled decks run it at 1.67 copies average, with no combo starter data (inferred, observed). |
| Combo & Conversion | 25 | Does nothing beyond the summon lock itself and no combo examples are supplied, so conversion is text-only (inferred). |
| Resource Economy | 30 | Spends one card for a tempo lock with no refuel, search, or advantage; no netCardAdvantage data (verified, inferred). |
| Effect & Interaction | 50 | Soft interaction: a summon lock that is coin-dependent and symmetric in the tails case; no negation or removal (verified). |
| Material Utility | 5 | A continuous trap has no monster body and cannot serve as material (verified). |
| Resilience & Flexibility | 40 | Stays on the field across turns but is a face-down backrow card that can be destroyed by backrow removal (inferred). |
| Deck-Building Efficiency | 70 | One slot, no garnet or lock cost, splashable and redundant copies are acceptable; the tails self-lock is the only restriction (verified). |
Calculation
Weight profile: Floodgate / Control primary role (single role, no blend). Intrinsic ≈ 53, Deck ≈ 50, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Generic trap that fits into many archetypes without build cost
- Summon lock can disrupt boards that rely on Normal or Flip Summons
- Multi-archetype presence confirms portability across homes
Weaknesses
- Coin flip makes the outcome unreliable
- Tails locks the user's own summons
- No card advantage, search, or refuel
- Face-down backrow vulnerable to backrow removal
Counters / choke points
- Backrow removal or destruction effects
- Opponent plays that bypass Normal and Flip Summon, such as Special Summons
Best use
Floodgate / Control. Decks: Arcana Force, Harpie, Greed. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: opponent Standby Phase coin toss with heads summon lock and tails self-lock; Card type: continuous trap, no monster body; Deck sample: 12 decks, 1.67 copies average, 5 distinct archetypes
- Observed: Appears in 12 of 12 sampled decks, mostly Arcana Force (50%); Top partners include Arcana Reading and Pot of Extravagance at 58.3% co-occurrence
- Inferred: Summon lock disrupts Normal and Flip Summon lines but not Special Summon lines; Face-down backrow exposure to backrow removal lowers resilience
- 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






