Dark Contract with Errors
Trap Continuous

Dark Contract with Errors

  • Archetype:
  • D/D

  • View:
  • 3848




Once per turn, if you control a "D/D" monster: You can negate all Trap Card effects on the field (other than this card's) for the rest of this turn (even if this card leaves the field). Once per turn, during your Standby Phase: Take 1000 damage.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Oct 8, 2026
44± 8/ 100
Power Score
Intrinsic 44
Deck 43

Dark Contract with Errors — Power Evaluation

Final Score: 44 ± 8 · Confidence: Medium

  • Intrinsic: 44 · Deck: 43 · Meta: provisional
  • Primary role: Floodgate/Control · Secondary: Negation/Interaction

Why it scores here

The card's power is its once-per-turn ability to negate all other Trap Card effects on the field, gated by controlling a D/D monster, which makes it a trap-specific floodgate rather than a general answer. It converts nothing into board or card advantage, and its mandatory 1000-damage Standby Phase cost is a real drawback that lowers resource economy. Its 289-deck presence, almost entirely in D/D/D shells, confirms it is a live shell staple, but that frequency does not raise the score (guardrail 3). No combo evidence exists, so combo conversion rests on text alone.

Axis scores

Axis Score Evidence
Accessibility 50 Live only while a D/D monster is controlled and it sits on the field; deck presence in 289 decks at about 1.07 copies each shows it is reliably included in its shell (observed; the D/D gate is verified from text).
Combo & Conversion 15 No recorded boards, starters or payoffs; the card does not build or extend a board by its own text (verified: no combo evidence; text-only inference).
Resource Economy 10 Text carries a mandatory 1000-damage cost each Standby Phase and grants no draw, search or recursion (verified from text).
Effect & Interaction 55 Negates all other Trap Card effects on the field once per turn, so it answers trap-based interaction but not monsters or spells (verified from text; scope inferred as trap-only).
Material Utility 0 A Continuous Trap with no monster body, so it provides no material value (verified from card type).
Resilience & Flexibility 40 Its negation persists for the turn even if the card leaves the field, but it is a field-bound Trap open to removal and gated by a D/D monster (verified from text; exposure inferred).
Deck-Building Efficiency 45 One-copy inclusion with no garnet, but it is dead outside D/D lists and carries a self-damage drawback (observed copies 1.07; restriction verified from text).

Calculation

Weight profile: 0.7 Floodgate/Control + 0.3 Negation/Interaction. Intrinsic ≈ 44, Deck ≈ 43, Meta = provisional. Modifiers: D/D-gated deck restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Hard-counters trap-based interaction for the whole turn once a D/D monster is out
  • Single copy, low slot cost inside its shell
  • Negation persists even if the card leaves the field

Weaknesses

  • Only negates Trap Card effects, not monsters or spells
  • Gated by controlling a D/D monster
  • Mandatory 1000 damage every Standby Phase
  • No card advantage or board-building

Counters / choke points

  • Removal of the Continuous Trap from the field
  • Non-trap interaction, which this card cannot negate
  • Opponents running few or no Trap Cards

Best use

Anti-trap floodgate inside D/D shells. Decks: D/D/D, D/D/D (D.D.). Suggested copies: 1.

Evidence & gaps

  • Verified: Negates all other Trap Card effects on the field once per turn if you control a D/D monster; Negation persists for the rest of the turn even if the card leaves the field; Takes 1000 damage once per turn in your Standby Phase (mandatory); Continuous Trap with no monster body
  • Observed: In 289 decks at 1.07 copies average; 63.3% of decks are in archetype 671 (D/D/D); Gameplay type 7 accounts for 70.6% of decks; Dark Contract with the Gate co-occurs in 99.3% of decks
  • Inferred: Acts as an anti-trap floodgate rather than a general interaction card; Accessibility depends on setting the card and having a D/D monster out; Self-damage is a per-turn cost that offsets its value
  • Data gaps: No combos supplied: combo conversion is text-only inference No guides supplied No usage statistics (StatisticsCard): inclusion is from the deck sample only No banlist token: assumed 3 copies (unlimited) No rulings or timing clarifications available No dated metagame sample: meta_power is null











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