Blockout Curtain
Spell Continuous

Blockout Curtain

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If a card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead of 1 of those cards. If a card(s) your opponent controls would be destroyed by battle or card effect, you can banish this card from your GY instead of 1 of those cards. You can only use each effect of "Blockout Curtain" once per turn.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
46± 8/ 100
Power Score
Intrinsic 47
Deck 45

Blockout Curtain — Power Evaluation

Final Score: 46 ± 8 · Confidence: Medium

  • Intrinsic: 47 · Deck: 45 · Meta: provisional
  • Primary role: Utility · Secondary: Negation/Interaction

Why it scores here

Blockout Curtain is a Continuous Spell that protects one card per turn for each of its two effects: it destroys itself to save one of your cards, or banishes itself from the GY to save one of your opponent's cards. It converts a Spell-zone slot into protection and GY recursion rather than board presence or card advantage, so it scores on accessibility, resilience and cheap deck cost, not on any ATK/DEF or popularity. The 22-deck sample (mostly Dinomist, 1.91 copies on average) confirms it is a practical slot, but with no combo evidence, combo conversion and effect interaction stay low.

Axis scores

Axis Score Evidence
Accessibility 50 Spell that is drawn like any other card, played in 22 recent decks at about 1.9 copies, with no searcher or combo route recorded (observed; inference on draw dependence).
Combo & Conversion 10 The text converts nothing into a board or a chain of plays, and no combo boards include it (inferred from text; combo data total is 0).
Resource Economy 45 Effect 1 trades the card for one of yours and effect 2 spends a GY copy to save one opponent card, so value is roughly even with a small GY recursion (inferred from text).
Effect & Interaction 35 It is a destruction replacement rather than a negation or removal, so it protects but does not disrupt, and it can help the opponent's cards as well (verified from text).
Material Utility 5 A Spell cannot be used as Link, Synchro, Xyz or Fusion material, so the body contributes nothing here (verified from card type).
Resilience & Flexibility 60 It works from the field and from the GY across both players' turns, with two independent once-per-turn effects (verified from text; inference on how often it survives interaction).
Deck-Building Efficiency 65 Low copy count, no garnet or lock restriction, and a generic effect that fits many shells, so it is cheap to run (observed from 22-deck copy distribution; inferred from text).

Calculation

Weight profile: 0.7 Utility + 0.3 Negation/Interaction. Intrinsic ≈ 47, Deck ≈ 45, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Protects one of your own cards per turn from battle or card-effect destruction by sending itself to the Graveyard
  • Effect 2 gives a second use from the Graveyard, so one card can act twice in a game
  • Played in 22 recent decks at roughly 1.9 copies each, which confirms it is a practical slot
  • No garnet, lock or self-restriction, so it is cheap to run

Weaknesses

  • Adds no board presence, no card advantage and no combo conversion
  • Cannot be used as material for any summon
  • Does not negate, remove or stop an effect; it only changes which card is destroyed
  • Applies only when the destruction event happens, so it is dead while nothing is threatened
  • No combo or starter evidence, so its real impact in practice is unmeasured

Counters / choke points

  • Opponent effects that destroy or banish this Continuous Spell itself (inferred from text; no counter evidence supplied)

Best use

Protective Continuous Spell (destruction replacement with GY recursion). Decks: Dinomist. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: two once-per-turn destruction-replacement effects (one from the field, one from the GY); Card type: Continuous Spell, so it cannot be material; 22 decks with 1.91 average copies and a max of 3
  • Observed: Dinomist accounts for 11 of 22 decks (50%); Gameplay type 7 accounts for 72.7% of decks; Harpie's Feather Duster appears in 77.3% of decks with this card
  • Inferred: Primary role is a protective utility rather than a negation or removal card; Accessibility is roughly even, as a hand-drawn Spell with no searcher route; Effect 2 gives meaningful recursion 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 22-deck sample only no official rulings or timing clarification for the destruction-replacement interaction











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