Spell
NormalCreature Swap
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Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
Creature Swap — Power Evaluation
Final Score: 54 ± 8 · Confidence: Medium
- Intrinsic: 54 · Deck: 55 · Meta: provisional
- Primary role: Utility · Secondary: Board breaker
Why it scores here
Creature Swap is a one-card, in-hand spell that swaps control of one monster you control with one monster the opponent controls, so it converts a board you already have into a trade of positions rather than building new board. It is reliably accessible and cheap to run, and 400 of 400 sampled decks play it at about 1.76 copies, which confirms it is a practical tech choice. High usage and strong staple partners do not earn points by themselves; the card scores in the middle because it costs a card with no return and has no combo or material value.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 80 | It is a Normal Spell that is live in hand with no search needed, and the deck sample runs it in every deck at an average of 1.76 copies (verified). |
| Combo & Conversion | 30 | No recorded boards exist, so the card is only text-inferred to swap one monster for another and does not build a board by itself (inferred). |
| Resource Economy | 35 | It costs the card itself and returns no card advantage, so it is at best an even trade when the swapped monster is weaker than the one taken (verified). |
| Effect & Interaction | 50 | It steals an opponent's monster and locks battle positions for the turn, which is soft, situational interaction rather than removal (verified). |
| Material Utility | 5 | A Spell cannot be used as material, so the card contributes nothing as a material body (verified). |
| Resilience & Flexibility | 40 | It is a single-use spell that a generic spell negation can stop, and it has no redundancy across zones or turns (inferred). |
| Deck-Building Efficiency | 70 | It is a cheap, generic slot with no garnet or lock and is legal at 2 copies in GOAT, though it needs a monster on your field to be useful (verified). |
Calculation
Weight profile: 0.7 Utility (default) + 0.3 Board breaker. Intrinsic ≈ 54, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Live in hand as a Normal Spell with no search required
- Generic and portable: spread across 101 distinct archetypes
- Cheap slot that fits multiple archetypes and gameplays
- Interacts with opponent's board by stealing a monster
Weaknesses
- One-for-one trade with no card advantage or return
- Requires a monster you control to function
- Spell can be negated by generic spell-negation cards
- No recorded combo evidence showing it converts into board or value
Counters / choke points
- Generic spell negation
- Opponent has no monster worth taking
Best use
Utility / monster-swap tech for going-second or combat tempo. Decks: Black Luster Soldier, Monarch, Blue-Eyes, Frog, D/D/D (D.D.). Suggested copies: 2.
Evidence & gaps
- Verified: Card text: each player chooses 1 monster they control and switches control of those monsters; Card text: swapped monsters cannot change battle position for the rest of the turn; Deck sample: 400 decks, 1.76 average copies, distinct archetypes 101; Usage statistics: Gravekeeper's 66.7% inclusion at 2 typical copies; Legal in TCG, OCG and MasterDuel; GOAT limit 2
- Observed: Top partners are generic staples (MST 70.8%, Heavy Storm 70.8%, Mirror Force 68%); Top-card context: not a Top Card in any format
- Inferred: Mainly a tech swap that trades a weak monster for a strong opposing one; Vulnerable to generic spell negation as a one-shot effect
- Data gaps: no combos supplied: combo conversion is text-only inference no guides supplied decks_running_main equals total_decks (400/400), which suggests the sample was drawn from decks already containing the card, so inclusion is not a neutral measure no counter-card data beyond generic spell negation






