Charge Into a Dark World
Spell Normal

Charge Into a Dark World

  • Archetype:
  • Dark World

  • View:
  • 3524




Target 1 Level 4 or lower Fiend monster in your GY; Special Summon it, then discard 1 Fiend monster. You can only activate 1 "Charge Into a Dark World" per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 8, 2026
47± 6/ 100
Power Score
Intrinsic 44
Deck 48

Charge Into a Dark World — Power Evaluation

Final Score: 47 ± 6 · Confidence: Medium

  • Intrinsic: 44.5 · Deck: 48 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

The card is a one-activation recursion spell: it Special Summons a Level 4 or lower Fiend from the Graveyard and requires discarding a Fiend, which is roughly card-neutral and adds one body to the board. Its 305-deck presence (54% Dark World, 1.24 copies on average) confirms it is reliably accessible and cheap to run, but that frequency earned only the accessibility and deckbuilding points, not power. The 0 ATK and the absence of combo data mean no points came from stats or observed board conversion, and it offers no opponent interaction.

Axis scores

Axis Score Evidence
Accessibility 50 Live in the hand when a Dark World Fiend is available to discard, with no searcher needed, but it depends on both a Fiend in the GY and a Fiend in hand (verified card text; 305 decks; inferred that the route is live in most Dark World hands).
Combo & Conversion 40 Text describes one Special Summon plus a discard; no combo boards were supplied, so conversion is text-only inference (inferred).
Resource Economy 50 Spell goes to the GY, a Fiend is recovered from the GY, and a Fiend in hand is discarded, so the net is roughly even with a small refuel (verified text; inferred net).
Effect & Interaction 5 The card has no negation, removal, or disruption clause, so it provides essentially no interaction (verified card text).
Material Utility 10 The card itself is a Spell and cannot be material; the Fiend it summons is only a body of Level 4 or lower (verified card text; inferred).
Resilience & Flexibility 35 A single Spell with a once-per-turn name clause and a single body. A standard hand trap can respond to its activation (inferred from frame type; no combo evidence).
Deck-Building Efficiency 60 Single-slot card with no garnet or lock; 247 of 305 decks run one copy, so it is cheap to include (observed from deck data).

Calculation

Weight profile: Recovery/Recursion primary weights only; no secondary blend applied. Intrinsic ≈ 44.5, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Recovers a Level 4 or lower Fiend from the GY, a recursion line that needs no searcher
  • Legal in all four supplied formats; no legality penalty applied
  • Single-copy slot with no garnet or lock requirement

Weaknesses

  • Needs both a qualifying Fiend in the GY and a Fiend in hand to discard
  • Produces one body per activation and has no opponent interaction
  • Once-per-turn by name, so a second copy cannot be used the same turn
  • The Spell can be responded to on activation (inferred from frame type, not evidence)

Counters / choke points

  • Hand traps that respond to the Spell on activation (inferred)
  • Board removal of the Special Summoned Fiend after resolution (inferred)

Best use

Fiend recursion for Dark World-style decks. Decks: Dark World, Danger!, Fabled. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: target a Level 4 or lower Fiend in the GY, Special Summon it, then discard a Fiend; once per turn by name; 305 recent decks, 1.24 copies per deck on average, 247 decks running one copy; Legal in TCG, OCG, MasterDuel, and DuelLinks
  • Observed: 54.4% of decks are Dark World; 93.8% of decks with it also run The Gates of Dark World; No combo boards recorded for this card (0 appearances)
  • Inferred: The route is live in most Dark World hands because the archetype is Fiend-heavy; Net card advantage is roughly even (recovers one Fiend, discards one Fiend); A standard hand trap can respond to the Spell on activation
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only legal copies is empty for all formats only one guide mention, as a tech card in a Fabled guide











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