Trap
ContinuousVoid Purification
Archetype:
Infernoid
View:
3306
If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard. You can only use each of these effects of "Void Purification" once per turn. ● During each of your opponent's Standby Phases: You can target 1 "Infernoid" monster in your Graveyard; add it to your hand. ● During each of your Standby Phases: You can target 1 of your banished "Infernoid" monsters; return it to the Graveyard.
Void Purification — Power Evaluation
Final Score: 45 ± 8 · Confidence: Medium
- Intrinsic: 41.7 · Deck: 48 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Searcher/Tutor
Why it scores here
Void Purification reliably turns Infernoid monsters in the Graveyard or banished zone into repeatable card recovery, with one add on the opponent's Standby Phase and one recursion on your own Standby Phase, each once per turn. Its score is capped by a self-send gate: it goes to the Graveyard whenever you control a non-Infernoid monster, and it has no combo, interaction, or material value. It appears in 21 of 21 sampled decks, but that confirms it is a staple of the Infernoid shell rather than intrinsically strong (guardrail 3); the Infernoid-only text keeps Generic Utility low.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Set as a Continuous Trap and live on both players' Standby Phases, but the self-send gate ties it to the board state (verified text; 21 of 21 decks run it, observed, but no combo starter or searched stats). |
| Combo & Conversion | 40 | Text shows one Infernoid add-to-hand and one banish-to-Graveyard recursion per turn, with no recorded boards to confirm what it builds into (inferred from text; combo data is empty). |
| Resource Economy | 62 | Each use nets roughly +1 card by recovering an Infernoid from the Graveyard or returning one from banish, and it can repeat on alternating Standby Phases (inferred from text; no netCardAdvantage data). |
| Effect & Interaction | 15 | It provides no negation, removal, or disruption against the opponent, so it earns almost no interaction points (verified from text). |
| Material Utility | 5 | A Trap card cannot be used as material, so its body contributes nothing here (verified from card type). |
| Resilience & Flexibility | 50 | It sits face-up as a Continuous Trap across turns, so it can be destroyed by generic backrow removal, but its two effects cover both players' Standby Phases (inferred from text). |
| Deck-Building Efficiency | 35 | Average 1.29 copies in 21 decks with 16 running a single copy, but it is dead outside the Infernoid theme and runs with 17 Infernoid-named decks, so it is a theme-restricted slot (observed plus verified text). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Searcher/Tutor. Intrinsic ≈ 41.7, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Repeatable recovery of Infernoid monsters from the Graveyard on the opponent's Standby Phase
- Recursion of banished Infernoid monsters to the Graveyard on your own Standby Phase
- Present in 21 of 21 sampled decks at 1 copy in most lists, so it is a consistent, low-cost slot
Weaknesses
- Self-send gate: the card goes to the Graveyard whenever you control a non-Infernoid monster, which limits it in mixed boards
- No combo, interaction, or material value; its output is recovery only
- Dead outside the Infernoid theme, so it only has value in archetype-specific builds
Counters / choke points
- Generic backrow destruction of the face-up Continuous Trap (inferred; no specific counter cards in evidence)
Best use
Recovery/Recursion trap for Infernoid builds. Decks: Infernoid decks (17 of 21 sampled decks named Infernoid). Suggested copies: 1.
Evidence & gaps
- Verified: Effect 1: sent to the Graveyard if you control a non-Infernoid monster, once per turn; Effect 2: on the opponent's Standby Phase, add an Infernoid from the Graveyard to hand, once per turn; Effect 3: on your Standby Phase, return a banished Infernoid to the Graveyard, once per turn; Continuous Trap in the Infernoid archetype, legal in TCG, OCG, MasterDuel and DuelLinks
- Observed: Present in 21 of 21 sampled decks (100%), with 16 at 1 copy, average 1.29 copies; 17 of 21 decks are Infernoid-named across four archetype IDs; Top partners are Infernoid cards at 95 to 100 percent co-occurrence
- Inferred: Two recovery effects give roughly +1 card each use when Infernoid monsters are available in the Graveyard or banished zone; A Trap has no material value
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies (unlimited) is assumed no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only no combo netCardAdvantage or starter-count data, so DeckResilience is estimated






