Trap Reclamation
Trap Normal

Trap Reclamation

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Discard 1 card and chain this card to a Trap Card you activated. Whenever that Trap Card is sent to the Graveyard, return it to its owner's hand.




 
 
AI Power Analysis
Recovery/RecursionConfidence: LowEvaluated Oct 7, 2026
35± 12/ 100
Power Score
Intrinsic 35

Trap Reclamation — Power Evaluation

Final Score: 35 ± 12 · Confidence: Low

  • Intrinsic: 35.4 · Deck: — · Meta: provisional
  • Primary role: Recovery/Recursion

Why it scores here

Trap Reclamation's value is recursion: once a Trap Card you activated would go to the Graveyard, it returns to its owner's hand instead, so it rebuys one trap for a discard. The card has no deck, combo, or guide evidence, so accessibility and combo conversion are scored from text alone and stay low. The score is provisional and the band is wide.

Axis scores

Axis Score Evidence
Accessibility 30 It is a Normal Trap that needs a Trap Card you already activated, and nothing in the evidence shows a searcher or a live route (text-only, inferred).
Combo & Conversion 25 Its only output is returning a trap to hand, with no board or follow-up shown anywhere in the evidence (inferred from text).
Resource Economy 50 The discard cost is offset by the returned trap, so the net is roughly even at about 0 cards (verified from text, with the net card count inferred).
Effect & Interaction 15 It has no direct negation or removal in its text; it only protects a trap from the Graveyard (verified from text).
Material Utility 5 It is a Trap Card and cannot be used as Xyz, Link, or Fusion material (verified from card type).
Resilience & Flexibility 35 It is a set trap that can be stopped before its effect is useful, and the evidence says nothing about redundancy (inferred).
Deck-Building Efficiency 55 It is a single-copy Normal Trap with no garnet or lock text, but it costs a card slot and a discard (verified from text).

Calculation

Weight profile: Recovery/Recursion primary role, no secondary blend. Intrinsic ≈ 35.4, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; provisional, Deck = null)

Strengths

  • Returns a Trap Card you activated to hand whenever it is sent to the Graveyard, a repeatable recovery effect (verified)
  • Single-copy Normal Trap with no garnet or lock text (verified)

Weaknesses

  • Needs a Trap Card you already activated, so it cannot start a turn on its own (verified)
  • Discard 1 card as a cost (verified)
  • No deck, combo, or guide evidence supports any real role in play (verified gap)

Counters / choke points

  • No counter evidence was supplied; any effect that removes the protected Trap before it reaches the Graveyard would stop the recursion (inferred)

Best use

Trap recovery / recursion (inferred, no deck evidence). Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: discard 1 card and chain to a Trap Card you activated; Card text: whenever that Trap Card is sent to the Graveyard, return it to its owner's hand; Normal Trap in formats TCG, OCG, MasterDuel, DuelLinks
  • Inferred: Recursion is the primary value: it rebuys a trap for a discard; Net card economy is roughly even; Accessibility and combo conversion are low without a searcher or combo route
  • Data gaps: no decks supplied, so deck and synergy signals are unavailable 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 unknown no rulings supplied for the chain-link and Graveyard-return timing











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