World Legacy Trap Globe
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World Legacy Trap Globe

  • Archetype:
  • World Legacy

  • View:
  • 3024




Shuffle into the Deck, 5 of your "World Legacy" cards with different names that are banished, in your hand or GY, and/or face-up on your field, except "World Legacy Trap Globe", then draw 2 cards. You can only activate 1 "World Legacy Trap Globe" per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 7, 2026
41± 6/ 100
Power Score
Intrinsic 41
Deck 42

World Legacy Trap Globe — Power Evaluation

Final Score: 41 ± 6 · Confidence: Medium

  • Intrinsic: 41 · Deck: 42 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Trap Globe converts a graveyard, banished, hand, or field full of World Legacy cards into a recycle of five of them back to the Deck plus a draw of 2, which is a real but narrow resource conversion. The score is held down by the cost: five different-named World Legacy cards must be present, so the card is dead without that archetype's density, and it is once per turn with no effect on the opponent. The decks running it (9 of 9 at 2 copies, across six archetypes) confirm it is a live pick, but its partners are World Legacy Key and Secret, so the cross-archetype spread is treated as caution, not strength. No combo data exists, so combo conversion is text-only.

Axis scores

Axis Score Evidence
Accessibility 40 Needs five different-named World Legacy cards in hand, GY, banish, or field; the decks that run it contain World Legacy Key and World Legacy's Secret at 100% co-occurrence (observed, with the cost inferred from text).
Combo & Conversion 35 No recorded combos, so the card's board-building ceiling is inferred only from text: a draw of 2 with no board presence (inferred).
Resource Economy 60 Shuffles five cards back to the Deck to draw two, so it trades graveyard or field presence for hand advantage without a permanent loss of cards (inferred from text).
Effect & Interaction 5 No opponent interaction or negation is printed on the card (verified from text).
Material Utility 5 A Trap card with no material or summoning value (verified from text).
Resilience & Flexibility 40 Once-per-turn and easily negated as a Trap, but its cost can be paid from four zones, which gives some flexibility (verified from text, inferred for resilience).
Deck-Building Efficiency 45 Two copies are run in each of nine decks with no garnet or lock beyond the five-name cost, which makes it a brick outside the World Legacy shell (observed for copies, inferred for the brick risk).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Utility. Intrinsic ≈ 41, Deck ≈ 42, Meta = provisional. Modifiers: Five-distinct-name World Legacy cost (-4). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts a graveyard, banished, or field full of World Legacy cards into two draws
  • Five-card cost is paid by cards that return to the Deck, so the card does not permanently consume resources
  • Run in nine recent decks at two copies each across six archetypes

Weaknesses

  • Requires five different-named World Legacy cards, so it is dead outside a dense World Legacy shell
  • Once per turn, with no board presence and no effect on the opponent
  • No recorded combo data to confirm board conversion

Counters / choke points

  • Any negation of the Trap Globe's activation stops the draw and wastes the shuffled cards' setup
  • Opponent hand traps or removal reduce the World Legacy cards it needs to pay its cost

Best use

Recovery/Recursion draw-2 in a World Legacy-dense shell. Decks: World Legacy, Regenesis, Snake-Eye, Runick (Mysterune). Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: shuffle five different-named World Legacy cards (banished, hand, GY, and/or field, excluding itself) into the Deck, then draw 2; Once per turn restriction printed on the card; Two copies in each of nine decks, all in the main deck
  • Observed: World Legacy Key and World Legacy's Secret co-occur in 100% of the 9 decks; Used across six distinct archetypes (Regenesis, Snake-Eye, Runick, World Legacy, Orcust, Mekk-Knights)
  • Inferred: The five-name cost makes the card dead without World Legacy density; The cross-archetype decks are more likely to be World Legacy-adjacent than broadly generic, which limits GenericUtility
  • Data gaps: no combos supplied, so combo conversion is text-only inference no banlist token, so 3 copies (unlimited) is assumed no usage statistics (StatisticsCard), so archetype inclusion % is inferred from the 9-deck sample only the activation timing of the Trap is not printed in the evidence text, so timing reliability is not fully confirmed











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