Ultimate Providence
Trap Counter

Ultimate Providence

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When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy it.




 
 
AI Power Analysis
Negation/InteractionConfidence: MediumEvaluated Jun 15, 2026
58± 6/ 100
Power Score
Intrinsic 58
Deck 58

Ultimate Providence — Power Evaluation

Final Score: 58 ± 6 · Confidence: Medium

  • Intrinsic: 58 · Deck: 58 · Meta: provisional
  • Primary role: Negation/Interaction · Secondary: Removal

Why it scores here

Ultimate Providence converts a set Counter Trap plus a same-type discard into a hard negation of any Spell, Trap, or monster effect activation, destroying the card on resolution — a genuinely flexible, all-purpose reactive answer. It earns its points from that broad interaction coverage rather than from any combo output: combo evidence shows zero appearances as starter, material, or payoff, so it builds nothing on its own. Its ceiling is capped by the discard cost (a strict -1 card advantage) and by the fact that a Trap must be set a turn in advance and only works when the hand holds a card of the matching type. Its body is a Trap with 0 ATK/DEF and no material value, so no stats contributed to the score.

Axis scores

Axis Score Evidence
Accessibility 52 Generic, banner-free Counter Trap run in 400 sampled decks (avg 1.38 copies) but a Trap that must be set a turn first and only functions when the matching card type is in hand (observed).
Combo & Conversion 15 Combos evidence shows 0% as_starter, 0% as_material, 0% as_payoff across its single tracked appearance, i.e. it builds no board on its own (observed).
Resource Economy 40 Negates and destroys one opponent card but spends the Trap plus a same-type discard, netting roughly -1 card on resolution (inferred).
Effect & Interaction 72 Negates and destroys the activation of any Spell, Trap, or monster effect, giving very broad and hard-to-play-around disruption (verified).
Material Utility 5 It is a Trap Card with no Level, ATK/DEF, or body, contributing nothing as material (verified).
Resilience & Flexibility 48 Once set it stays live, but it is a one-shot, slow Trap that whiffs when the matching card type is not in hand (inferred).
Deck-Building Efficiency 60 Fully generic with no archetype lock and only a 1-2 slot cost, though the situational discard requirement is a real deckbuilding tax (observed).

Calculation

Weight profile: 0.7 Negation/Interaction + 0.3 Removal (both use the Removal/Negation profile). Intrinsic ≈ 58, Deck ≈ 58, Meta = provisional. Modifiers: Exceptional splashability (1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Negates and destroys the activation of any Spell, Trap, or monster effect — broad, flexible interaction
  • Fully generic with no archetype restriction and only a 1-2 slot cost
  • Observed across 105 distinct archetypes, confirming real, practical splashability
  • Requires only a same-type discard, so it converts an otherwise dead card in hand into a negate

Weaknesses

  • Trap that must be set a turn in advance, so it cannot answer turn-1 plays it did not pre-set for
  • Discard cost makes it a net -1 card advantage
  • Situational: it whiffs if the hand holds no card of the same type as the activation being negated
  • One-shot effect with no recursion or follow-up

Counters / choke points

  • Effects that remove or negate the set Trap before it resolves (Harpie's Feather Duster, Cosmic Cyclone-style Spell/Trap removal)
  • Playing around it by baiting with a low-value activation before the real play
  • Discard disruption (e.g. hand-ripping effects) that removes the required matching card type
  • Trap-negation such as Solemn-style or Red Reboot effects

Best use

Flexible reactive negation set alongside other traps. Decks: Generic control and midrange decks, Blue-Eyes, Galaxy Photon, Resonator. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: negate the activation of a Spell/Trap Card or monster effect by discarding the same card type, then destroy it; Type is Trap Card (Counter) with 0 ATK/DEF and no body; Legal in TCG, OCG, MasterDuel, and DuelLinks
  • Observed: Run in 400 sampled decks, avg 1.38 copies, mostly as a 1-of (269 decks at 1 copy); Appears across 105 distinct archetypes; Its single tracked combo appearance has 0% starter/material/payoff with avg power index 49
  • Inferred: The discard requirement makes the card situational and a net -1 in card advantage; Being a Trap, it cannot answer turn-1 plays unless pre-set and survives a turn
  • Data gaps: no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only combos_evidence is extremely thin (1 combo, no role tags), limiting combo-based corroboration no dated metagame sample, so meta_power is null/provisional











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