Dark Contract with the Swamp King
Spell Continuous

Dark Contract with the Swamp King

  • Archetype:
  • D/D

  • View:
  • 4251




During your Main Phase: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. You can only use this effect of "Dark Contract with the Swamp King" once per turn. If Summoning a "D/D" Fusion Monster this way, you can also banish monsters from your Graveyard as Fusion Material. Once per turn, during your Standby Phase: Take 1000 damage.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 8, 2026
50± 8/ 100
Power Score
Intrinsic 50
Deck 50

Dark Contract with the Swamp King — Power Evaluation

Final Score: 50 ± 8 · Confidence: Medium

  • Intrinsic: 49.75 · Deck: 50.25 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Extender

Why it scores here

The card's value is its once-per-turn Main Phase Fusion Summon of a Fiend Fusion from the Extra Deck using hand or field materials, which converts a hand card into a Fusion body. Its D/D banish clause adds GY material use, but it draws and nets no cards, has no interaction, and carries a mandatory 1000-damage Standby drawback. High deck counts (391 of 400 decks, 97.8% co-run with D/D Savant Kepler) confirm it is a D/D/D core staple and reliably accessible, but that frequency does not raise the score (guardrail 3). No combo data was supplied, so conversion is text-based and the score sits in the mid-range.

Axis scores

Axis Score Evidence
Accessibility 60 Runs in 391 of 400 sampled decks and is 100% included in the D/D/D usage statistics, but no searcher or draw route is observed in combo data (observed, with inferred access through the core deck) .
Combo & Conversion 70 The text converts hand or field materials into a Fiend Fusion each Main Phase, with a D/D GY-banish option, but no recorded board confirms the resulting board size (inferred from text).
Resource Economy 40 Fusion Summon is card-neutral (it consumes materials and produces one monster), with no draw or refuel, so there is no net advantage in the text (verified).
Effect & Interaction 10 The card has no negate, removal, or hand-trap effect; the only interaction is its own summon (verified).
Material Utility 5 A Continuous Spell is not a monster body and cannot serve as Fusion material (verified from card type).
Resilience & Flexibility 45 Face-up on the field it stays live across turns but is exposed to spell/trap removal and is unusable once the once-per-turn window is spent (inferred).
Deck-Building Efficiency 45 Typically one copy per deck (391 of 400 decks) with a 1000-LP Standby drawback that the D/D/D guide flags as a risk for low-LP lines (observed from guide snippet).

Calculation

Weight profile: 0.7 Starter / Combo enabler + 0.3 Extender. Intrinsic ≈ 49.75, Deck ≈ 50.25, Meta = provisional. Modifiers: Standby self-damage drawback (-2). Final formula: 0.40*Intrinsic + 0.60*Deck (decks present; meta unknown)

Strengths

  • Converts hand or field materials into a Fiend Fusion each turn, the core engine of the D/D/D shell
  • Near-universal inclusion in the sampled D/D/D decks (391 of 400) and 100% in the usage statistics
  • Single-copy typical, so the slot cost stays low

Weaknesses

  • No draw, search, or net advantage; the summon is a card-neutral conversion
  • Self-damage 1000 per Standby is a recurring LP cost
  • No interaction; it cannot answer the opponent's board
  • Spell-only card, so it contributes no monster body or material

Counters / choke points

  • Spell/trap removal or destruction effects on the face-up Continuous Spell
  • Effect negation (for example, a negate that shuts down its ongoing Fusion window)
  • Opponent LP pressure that makes the Standby damage lethal

Best use

Fusion-summon engine for D/D Fusion monsters in Main Phase. Decks: D/D/D (core engine, 63% of sampled decks), D/D/D (D.D.) and other D/D Fusion lines. Suggested copies: 1.

Evidence & gaps

  • Verified: Continuous Spell with a once-per-turn Main Phase Fusion Summon from the Extra Deck using hand or field materials; D/D clause allows GY banish as Fusion material; Once-per-turn Standby Phase: take 1000 damage; Typically one copy per deck (391 of 400)
  • Observed: Included in 391 of 400 sampled decks (63% in D/D/D); 97.8% co-run rate with D/D Savant Kepler and Dark Contract with the Gate; 100% inclusion in D/D/D usage statistics with typical 1 copy; Guide notes the D/D/D spell/trap self-damage risk at low LP
  • Inferred: Converts hand into a Fusion body each turn (text-based, no combo data); Resilience is limited to face-up spell/trap exposure; Deck synergy is high because it is an archetype-core engine rather than a stand-alone power driver
  • Data gaps: no combos supplied, so combo conversion is text-only inference no banlist token, so 3 copies (unlimited) assumed no rulings supplied for Fusion timing with the once-per-turn window no searcher or draw evidence to verify accessibility beyond deck inclusion











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