DARK
8Black Chaos
Archetype:
Light and Darkness Ritual
ATK:
3000
DEF:
2500
View:
2128
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 1 Spellcaster or Warrior Ritual Monster from your hand or GY into the Deck. You can only Special Summon "Black Chaos" once per turn this way. You can discard this card; place 1 Continuous Trap that mentions "Light and Darkness Ritual" from your Deck or GY, face-up on your field. While you have a Ritual Spell in your GY, this card is unaffected by your opponent's activated effects. Once per turn, during your Main Phase: You can banish 2 cards your opponent controls.
Black Chaos — Power Evaluation
Final Score: 60 ± 6 · Confidence: Medium
- Intrinsic: 60.5 · Deck: 62.3 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Board breaker
Why it scores here
Black Chaos converts a Ritual monster from hand or GY into a 3000-ATK body that also places a Light and Darkness Ritual trap from the Deck and can banish 2 opponent cards once per turn. The score is driven by accessibility (400 of 400 sampled decks run it, typically 3 copies) and effect interaction, not by its 3000 ATK. The combo corpus holds only one recorded board with zero appearances, so combo conversion is scored from card text and inference rather than observed boards, which caps confidence at Medium.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 72 | Present in 400 of 400 sampled decks, usually at 3 copies, and in 13 StatisticsCard archetypes at 62 to 100 percent inclusion; the hand summon needs a Ritual monster in hand or GY, which is a live but conditional requirement (observed deck stats plus verified text). |
| Combo & Conversion | 55 | The text gives a summon, a trap placement and a banish, but the combo corpus has 1 board and 0 appearances, so the conversion value is inferred from text only (inferred). |
| Resource Economy | 50 | Discarding itself for a Deck trap is roughly one-for-one, and shuffling a Ritual monster is a cost, so there is no repeated card advantage in the text (verified text, inferred net). |
| Effect & Interaction | 70 | The once-per-turn banish of 2 opponent cards in Main Phase is strong board interaction, and immunity to opponent activated effects while a Ritual Spell is in the GY adds protection (verified text). |
| Material Utility | 35 | A Level 8 DARK Spellcaster is a plausible material body, but the text and combo evidence do not show any material use, so this is inference only (inferred). |
| Resilience & Flexibility | 55 | Effect immunity depends on a Ritual Spell being in the GY, and the summon and trap placement are once-per-turn, so the card is resilient only in some spots (verified text, inferred spread). |
| Deck-Building Efficiency | 60 | No garnet or brick restriction is stated and copies are typically 3, but the summon and immunity need Ritual support in the deck (observed deck stats plus verified text). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Board breaker / Going-second. Intrinsic ≈ 60.5, Deck ≈ 62.3, Meta = provisional. Modifiers: Self-restriction (Ritual support required) (-2). Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, meta unknown); Deck = 0.60*60.5 + 0.25*62 + 0.15*70
Strengths
- Hand-based Special Summon that needs no garnet, with a Deck trap placement on discard
- Once-per-turn banish of 2 opponent cards in Main Phase
- Conditional immunity to opponent activated effects while a Ritual Spell is in the GY
- Present in 400 of 400 sampled decks across 51 archetypes, showing a real and consistent role
Weaknesses
- The summon needs a Ritual monster in hand or GY to shuffle, which limits it to Ritual-supported decks
- Immunity is conditional on a Ritual Spell in the GY and does not protect the card in every spot
- No observed combo boards (1 recorded combo, 0 appearances), so its conversion value is not confirmed by data
- The banish is once per turn and does not generate card advantage
Counters / choke points
- Opponent effects that negate its activated effects during the once-per-turn banish (inference from the negation rules, not evidenced)
- Opponent effects used before a Ritual Spell reaches the GY, since its immunity is conditional (verified from text)
Best use
Starter / Combo enabler, with a Board breaker finisher function. Decks: Light and Darkness Ritual (archetype 2533, gameplay 7), Light and Darkness Ritual (archetype 2470, gameplay 6), Black Luster Soldier (archetype 809, gameplay 7). Suggested copies: 3.
Evidence & gaps
- Verified: Summon condition: hand Special Summon by shuffling 1 Spellcaster or Warrior Ritual monster from hand or GY, once per turn; Discard effect places 1 Continuous Trap mentioning Light and Darkness Ritual from Deck or GY face-up; Immunity to opponent activated effects while a Ritual Spell is in your GY; Once per turn in Main Phase, banish 2 cards your opponent controls; Present in 400 of 400 sampled decks, typically 3 copies, across 51 distinct archetypes
- Observed: Inclusion is 62 to 100 percent across 13 StatisticsCard archetypes; Top card rank 68 of 695 in the TCG gameplay sample; Top partners reached 100 percent co-occurrence with Light and Darkness Ritual and Magician of Dark Chaos - Black Chaos
- Inferred: Combo conversion from text alone, since the combo corpus holds 1 board and 0 appearances; Material utility from Level 8 DARK Spellcaster stats, with no recorded material use; Resource economy is roughly neutral because the discard trades one card for one trap
- Data gaps: no guides supplied combo data holds 1 combo and 0 appearances, so combo conversion is unobserved no starter role, material role or payoff role counts and no average power index no banlist token; assumed 3 copies (unlimited) no official rulings for the trap placement or the immunity timing






