Contract with Don Thousand
Spell Continuous

Contract with Don Thousand

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When this card is activated: Both players lose 1000 LP, and if they do, each draws 1 card. All cards that are drawn while this card's effect is applied must remain revealed. While a player's Spell Card in their hand is revealed by this effect, that player cannot Normal Summon/Set monsters. You can only activate 1 "Contract with Don Thousand" per turn.




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

Contract with Don Thousand — Power Evaluation

Final Score: 46 ± 8 · Confidence: Medium

  • Intrinsic: 45 · Deck: 47 · Meta: provisional
  • Primary role: Utility · Secondary: Extender

Why it scores here

Contract with Don Thousand is a symmetric draw spell: both players lose 1000 LP and each draws 1, so it adds no net card advantage and its value is a refuel for whichever player is short on cards. Its high deck count (347 decks, 87 archetypes) confirms that it is easy to run and widely accepted, not that it is strong; that breadth earns accessibility and deckbuilding points only. The revealed-hand clause, the once-per-turn name limit and the LP cost are real drawbacks that pull resilience and deckbuilding down. No combo data was supplied, so conversion is scored from text alone and stays modest.

Axis scores

Axis Score Evidence
Accessibility 65 347 of the sampled decks run it (1.32 copies average), so it is usually in hand, but it has no search or trigger route of its own and depends on draw effects in partner cards such as Upstart Goblin (verified deck stats, inferred route).
Combo & Conversion 35 No combo boards were recorded, so conversion rests on the text alone: two cards drawn for both players, which is symmetric (inferred).
Resource Economy 40 Both players draw one card, so the net advantage is zero and the user pays 1000 LP for the draw (verified text, inferred net zero).
Effect & Interaction 10 The card has no negation, removal or disruption; its only restriction is self-imposed, on Normal Summons and Sets while revealed (verified text).
Material Utility 5 It is a Spell Card and cannot serve as material (verified card type).
Resilience & Flexibility 35 It is a single hand-based Spell with no protection and a once-per-turn name limit, so it is easy to lose or to make dead when the opponent controls the timing (verified text, inferred).
Deck-Building Efficiency 45 It costs one slot with no garnet risk, but it carries a self-restriction (no Normal Summon or Set while revealed) and LP loss, so it asks for some deck tuning (verified text, observed frequency).

Calculation

Weight profile: Utility default profile; no clear primary role beyond a symmetric draw, Extender-like secondary not blended (0.7 Utility + 0.3 Extender would give the same profile here). Intrinsic ≈ 45, Deck ≈ 47, Meta = provisional. Modifiers: Self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap to run, one slot, with broad archetype acceptance (87 archetypes in the sample)
  • Gives both players a draw, so it refuels a player who is out of cards
  • Playable from hand with no board requirements

Weaknesses

  • No net card advantage: each player draws one card
  • Costs 1000 LP for both players
  • Revealed-hand clause blocks Normal Summons and Sets for the controller
  • Once per turn by name, with no search or recursion

Counters / choke points

  • Opponent card-draw timing or LP-based pressure
  • Any effect that makes the controller unable to draw or that removes the Spell from hand

Best use

Utility refuel for a player who is hand-empty or behind on cards; mostly a support Spell in draw-heavy builds. Decks: Toon, Sky Striker, Exodia, Greed, Trickstar. Suggested copies: 1.

Evidence & gaps

  • Verified: Both players lose 1000 LP and each draws 1 when it is activated; Revealed Spell in hand blocks Normal Summon and Set for its controller; Once per turn by name; Spell Card, Continuous, no monster role; 347 decks of the sample run it, average 1.32 copies
  • Observed: Top partners: Upstart Goblin 65.4%, Into the Void 56.5%, Chicken Game 52.2%; Spread across 87 archetypes, with Exodia, Toon and Sky Striker most common; Gameplay split: 63.7% in gameplay 4, 32.3% in gameplay 7
  • Inferred: Symmetric draw nets zero card advantage for the user; Its value is as a refuel for a player who is short on cards, not as a power card; Generic utility scores high because the text reads generically across archetypes
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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