Spell
FieldChicken Game
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11208
The player with the lowest LP takes no damage. Once per turn, during the Main Phase: The turn player can pay 1000 LP, then activate 1 of these effects; ● Draw 1 card. ● Destroy this card. ● Your opponent gains 1000 LP. Neither player can activate cards or effects in response to this effect's activation.
Chicken Game — Power Evaluation
Final Score: 56 ± 8 · Confidence: Medium
- Intrinsic: 54 · Deck: 57 · Meta: provisional
- Primary role: Utility · Secondary: Floodgate/Control
Why it scores here
Chicken Game is a Spell with a damage-prevention clause for the lowest-LP player and a once-per-turn Main Phase option to pay 1000 LP for a draw, a self-destroy, or an LP gift to the opponent. Its breadth shows in the evidence: it is in all 400 attached decks, averages 1.79 copies across 101 archetypes, and has strong partner overlap. That confirms it is portable and easy to run, not that it is powerful, so the score stays moderate. The combo sample is only 5 boards with no recorded roles, so its payoff and starter function remain unverified.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Present in all 400 attached decks with 3 copies in 151 of them, but no searcher or starter role is recorded in combos (searched-for role and starter role both 0 of 5) (observed). |
| Combo & Conversion | 40 | The card's own text converts 1000 LP into one card or an LP gift, with no board-building effect, and the 5 recorded boards average power index 42.2 with no role split (inferred, observed). |
| Resource Economy | 50 | Paying 1000 LP to draw 1 card is a card-for-LP exchange rather than a card gain, so economy is roughly even at best (verified from card text). |
| Effect & Interaction | 45 | The lowest-LP damage prevention and the no-response lock on its own activation are situational soft interaction with no direct negation or removal beyond self-destroy (verified from card text). |
| Material Utility | 10 | A Spell cannot be used as Link, Xyz, Synchro or Fusion material, so this axis is minimal (verified from card type). |
| Resilience & Flexibility | 40 | Its activation is a once-per-turn Main Phase choice with no recorded resilience data, and its only sturdy mode is its own destruction, so it offers little redundancy (inferred from card text). |
| Deck-Building Efficiency | 80 | It runs across 101 archetypes at up to 3 copies with no garnet or lock restriction recorded, so it is cheap and flexible to include (observed from deck stats). |
Calculation
Weight profile: 0.7 Utility + 0.3 Floodgate/Control. Intrinsic ≈ 54, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Appears in every attached deck and across 101 archetypes, so it is easy to include
- Flexible one-card choice: draw, self-destroy, or LP gift, all from a single activation
- Blocks damage to the lowest-LP player, which can matter in LP races
Weaknesses
- Costs 1000 LP per activation, which is a real price in LP races
- Draw mode is card-neutral since it trades LP for one card
- No searcher, starter, or board-building role is recorded in the combo evidence
- The combo sample is too small (5 boards) to show how it converts
Counters / choke points
- Interaction that negates or banishes Spells, since the card has no recorded resilience
- LP-based pressure that makes the 1000 LP cost painful
Best use
Utility spell for LP-race control and a flexible draw. Decks: Endymion, P.U.N.K., Psy-Frame, Mythical Beast, Exodia, White Forest Runick.
Evidence & gaps
- Verified: Spell card with a damage-prevention clause for the lowest-LP player; Once per turn Main Phase: pay 1000 LP for draw 1, self-destroy, or opponent gains 1000 LP; Neither player can respond to the activation; Attached decks: 400, distinct archetypes 101, average copies 1.79
- Observed: Present in 400 of 400 attached decks; Top partners include Ash Blossom & Joyous Spring (52.2%) and Triple Tactics Talent (52%); Appears in 5 of 5 recorded combos with an average power index of 42.2; Usage statistics show 100% inclusion in 3 archetypes
- Inferred: Primary role Utility, with Floodgate/Control as secondary from the damage-prevention and response lock; Draw mode is card-neutral because it costs LP as well as the card drawn is one card
- Data gaps: Combo role split (starter, searched, material, payoff) is empty for all 5 boards Only 5 recorded combos, too few for a stable combo signal Usage statistics cover only 3 archetypes No official ruling data; the no-response clause and LP interaction are unverified Guide snippets do not discuss this card's effect






