Ultimate Offering
Trap Continuous

Ultimate Offering

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During your Main Phase or your opponent's Battle Phase: You can pay 500 Life Points; immediately after this effect resolves, Normal Summon/Set 1 monster.




 
 
AI Power Analysis
Combo enablerConfidence: Medium
55± 6/ 100
Power Score
Intrinsic 59
Deck 60

Ultimate Offering — Power Evaluation

Final Score: 55 ± 6 · Confidence: Medium

  • Intrinsic: 59 · Deck: 60 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Starter, Utility

Why it scores here

Ultimate Offering scores on what it converts, not on stats: it has 0 ATK/DEF, no body and no archetype, so nothing here was awarded for numbers. Its ceiling is real and text-verified — the effect has no once-per-turn clause and can be used in your Main Phase or the opponent's Battle Phase, turning every 500 LP into another Normal Summon/Set, and the sampled deck data shows it sitting at the core of Normal-Summon-loop decks (Gadgets 23.5%, Machina 12%) spread across 81 distinct archetypes. What caps it is everything else: it is a hard-drawn Continuous Trap that must survive a turn before its effect is live, it generates no card advantage, no negation, no removal and no material value, and it is Forbidden (0 legal copies) in TCG, OCG and Master Duel, so the practical power is limited by access and legality rather than by its potential.

Axis scores

Axis Score Evidence
Accessibility 48 Hard-drawn Continuous Trap with no archetype or generic searcher route in the evidence, and it must be Set for a turn before its Continuous effect is live (verified), although it does appear in 400/400 sampled decks at an average of 1.55 copies (observed).
Combo & Conversion 78 The text carries no once-per-turn clause, so each 500 LP converts a monster already in hand into an extra Normal Summon/Set, but combos_evidence records 0 appearances and no measured power_index, so the ceiling is text-only inference (inferred).
Resource Economy 55 Each activation only trades 500 Life Points for an extra Normal Summon of a card you already hold, making it roughly card-neutral with no draw, search or GY refuel text (verified).
Effect & Interaction 35 It offers no negation or removal of any kind; its only opponent-facing use is Normal Summoning a surprise body during the opponent's Battle Phase (inferred).
Material Utility 5 As a Continuous Trap it supplies no Level, Attribute, Type or body value as material, and provides nothing when its effect is negated (verified).
Resilience & Flexibility 45 A face-up Continuous Trap remains available across turns and works in both your Main Phase and the opponent's Battle Phase, but one backrow-removal or activation-negation effect ends it (inferred).
Deck-Building Efficiency 65 One slot with no garnet, no archetype lock and no self-restriction makes it nearly free to include (verified from text), even though it does nothing alone and is Forbidden in every listed format (verified).

Calculation

Weight profile: 0.7 Combo enabler + 0.3 Starter (both roles share the same weight profile). Intrinsic ≈ 59, Deck ≈ 60, Meta = provisional. Modifiers: Forbidden in all listed formats (-7); Compact, lock-free engine (2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • No once-per-turn clause: every 500 Life Points buys another Normal Summon/Set within the same Main Phase.
  • Usable during the opponent's Battle Phase, so it can drop a surprise blocker mid-attack.
  • Extremely generic text — observed in 81 distinct archetypes, with 94% of sampled decks on the same gameplay type.
  • One-slot Continuous Trap with no garnet, lock or extra-deck requirement.
  • Strong observed synergy with Normal-Summon-loop decks: Green/Red/Yellow Gadget appear in 42% of the same decks, Machina Fortress in 36.8%.

Weaknesses

  • Forbidden (0 legal copies) in TCG, OCG and Master Duel — unplayable in current competitive formats.
  • A Continuous Trap must survive a full turn before its effect can be used, so it never helps the turn it is drawn.
  • Hard-drawn: no archetype or generic searcher route appears in the evidence.
  • Gives no card advantage — every extra Summon still consumes a monster from hand.
  • Provides zero negation, removal or disruption, so a single backrow removal or activation negation answers it.
  • Contributes nothing as material: no body, Level, Attribute or Type.

Counters / choke points

  • Backrow removal such as Mystical Space Typhoon, Cosmic Cyclone or Harpie's Feather Duster before it is used.
  • Activation negation such as Solemn Judgment or Solemn Warning (Solemn Judgment is an observed co-card at 41%).
  • Chained Spell/Trap removal in response to its activation, since the Continuous Trap must stay face-up to function.

Best use

Combo enabler providing extra Normal Summons/Set for multi-Summon boards. Decks: Gadgets, Machina, Floowandereeze, Evol, Dinowrestler. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: Continuous Trap; 'During your Main Phase or your opponent's Battle Phase: You can pay 500 Life Points; immediately after this effect resolves, Normal Summon/Set 1 monster.' No once-per-turn clause.; legal_copies is 0 for TCG, OCG and Master Duel (Forbidden in all listed formats).; Trap Card, Continuous, no attribute, no archetype, 0 ATK / 0 DEF, no Link/Pendulum data.; decks_evidence reports 400 decks, all running it in the Main Deck, average 1.55 copies (distribution: 209x1, 165x2, 22x3, 4x4).; decks_evidence reports 81 distinct archetypes using it.; Top partners include Green/Red/Yellow Gadget at 42% co-deck each and Solemn Judgment at 41%.
  • Observed: 94% of the sampled decks (376/400) share gameplay_type_id 7.; Archetype share: Gadgets 23.5%, Machina 12%, Transcendosaurus 4%, Evol 3.5%, Dinowrestler 3.5%, Floowandereeze 2.8%.; usage_statistics shows Skull Servant at 100% inclusion with 1 typical copy (only archetype row available).; combos_evidence: 0 appearances out of 0 recorded combos, so as_starter/as_material/as_payoff are all 0.
  • Inferred: Because the effect has no once-per-turn restriction, it can grant multiple Normal Summons/Set in a single Main Phase as long as Life Points are paid.; As a Trap Card it must normally be Set for a full turn before it can be activated, making it slow, hard-drawn access with no archetype searcher shown.; Its only opponent-facing interaction is Normal Summoning a body during the opponent's Battle Phase.; Being Forbidden in all three listed formats means it currently has no legal competitive home.
  • Data gaps: no combos supplied — combo conversion is text-only inference deck evidence appears to come from legacy/unrestricted contexts since the card is Forbidden in every listed format usage_statistics covers only a single archetype (Skull Servant), so cross-archetype inclusion cannot be calibrated no dated metagame sample supplied — meta_power set to null no combo board power_index or starter-count data for resilience/centrality calibration











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