Until Noble Arms are Needed Once Again
Trap Normal

Until Noble Arms are Needed Once Again

  • Archetype:
  • Noble Knight

  • View:
  • 3053




Excavate cards from the top of your Deck, equal to the number of "Noble Arms" Equip Spells you control, and if you do, add 1 of them to your hand, also place the remaining cards on top of your Deck in any order. You can banish this card from your GY, except the turn this card was sent to the GY; Special Summon from your Deck, 1 "Noble Knight" monster with a different name from the cards you control or in your GY. You can only use this effect of "Until Noble Arms are Needed Once Again" once per turn.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Jul 2, 2026
54± 6/ 100
Power Score
Intrinsic 52
Deck 55

Until Noble Arms are Needed Once Again — Power Evaluation

Final Score: 54 ± 6 · Confidence: Medium

  • Intrinsic: 52 · Deck: 55 · Meta: provisional
  • Primary role: Searcher/Tutor · Secondary: Combo enabler, Recovery/Recursion

Why it scores here

Until Noble Arms are Needed Once Again is a consistency and extension Trap for the Noble Knight archetype: its first effect excavates cards equal to the 'Noble Arms' Equip Spells you control and adds one to hand, while its Graveyard effect banishes itself to Special Summon a differently-named 'Noble Knight' from the Deck. Deck evidence is strong and consistent — 109 sampled decks main it at 2.19 copies, almost entirely Noble Knights/Infernoble Knight — which confirms real in-archetype accessibility rather than raw power. It provides no disruption and, as a Normal Trap that needs to be Set (or milled) before its GY effect becomes live, it is inherently slow, so the score reflects reliable setup value and not stats (it has no ATK/DEF to score).

Axis scores

Axis Score Evidence
Accessibility 57 Main-decked in 109 sampled decks at 2.19 avg copies and reachable within the archetype, but as a Normal Trap it must be Set (or sent to the GY) a turn before its banished effect is live (verified).
Combo & Conversion 56 The GY effect Special Summons a differently-named 'Noble Knight' from the Deck for an extra body / XYZ material, while the on-field effect digs toward a 'Noble Arms' Equip Spell (inferred).
Resource Economy 58 Excavate-and-add converts into a searchable Equip Spell and the GY banish trades the spent Trap for a Deck Special Summon, roughly plus-advantage rather than a pure minus (inferred).
Effect & Interaction 10 Neither effect disrupts the opponent — there is no negation, removal, or hand-trap reach, only self-setup (verified).
Material Utility 50 The Special Summoned 'Noble Knight' supplies a body toward the archetype's Sacred Noble Knight XYZ plays, though the Trap card itself is never a material (inferred).
Resilience & Flexibility 53 It functions both from the field and from the Graveyard on separate turns for multi-zone utility, but each effect needs prior setup and can be negated (inferred).
Deck-Building Efficiency 55 Archetype-locked to Noble Knights/Infernoble and run at 2-3 redundant copies, so it is cheap in its home deck but not splashable elsewhere (observed).

Calculation

Weight profile: 0.7 Searcher/Tutor + 0.3 Combo enabler. Intrinsic ≈ 52, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Tutors a 'Noble Arms' Equip Spell by excavating cards equal to the Equip Spells you control
  • Graveyard banish effect Special Summons a differently-named 'Noble Knight' from the Deck
  • Extra Deck body feeds the archetype's Sacred Noble Knight XYZ plays
  • Highly redundant inclusion: 109 decks, avg 2.19 copies, max 3
  • Works from two zones (field and Graveyard) across turns

Weaknesses

  • Normal Trap — slow, needs a Set turn or must be sent to the GY before the recursion is usable
  • Provides no disruption, negation, or removal toward the opponent
  • First effect scales with 'Noble Arms' Equip Spells you control, so it can be weak with none
  • Graveyard effect is name-restricted and gated to turns after it was sent to the GY
  • Archetype-locked; not splashable outside Noble Knights/Infernoble Knight

Counters / choke points

  • Graveyard negation such as Ghost Belle & Haunted Mansion can stop the banish-to-Summon effect
  • Card/effect negation or Spell/Trap removal before it resolves
  • Reducing the number of 'Noble Arms' Equip Spells you control weakens the excavate effect

Best use

In-archetype consistency and extension Trap (tutor + Graveyard recursion). Decks: Noble Knights, Infernoble Knight. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: excavate cards equal to the number of 'Noble Arms' Equip Spells you control, add 1 to hand, place the rest on top of the Deck in any order.; Card text: banish from GY (except the turn it was sent) to Special Summon 1 differently-named 'Noble Knight' from the Deck; hard once-per-turn on that effect.; Card is a Normal Trap in the 'Noble Knight' archetype, legal in TCG, OCG, Master Duel, and Duel Links.; Deck evidence: 109 sampled decks run it, 100% in the main deck, avg 2.19 copies (max 3).
  • Observed: Deck evidence: distributed across Noble Knights (~58.7%) and Infernoble Knight (~26.6%) builds across 14 distinct archetype rows.; Top partners confirm archetype fit — Sacred Noble Knight of King Custennin (95.4%), King Artorigus (93.6%), Medraut (91.7%), Noble Arms of Destiny (91.7%).; copies per deck distribution: 15 decks at 1, 58 at 2, 36 at 3 — a redundant 2-3 of staple.
  • Inferred: First effect acts as a tutor for 'Noble Arms' Equip Spells, improving archetype consistency (text-only inference; no combo data supplied).; Graveyard effect provides a free Deck Special Summon, extending combos and enabling the archetype's XYZ summons.; As a Normal Trap needing to be Set or milled first, both effects are inherently slow / one turn behind.; No interaction axis value: neither effect affects the opponent's board or hand.
  • 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 no dated metagame sample — meta power left null/provisional











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