Dark Necrofear
DARK 8

Dark Necrofear

  • ATK:
  • 2200

  • DEF:
  • 2800

  • View:
  • 8130




Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 Fiend monsters from your GY. During the End Phase, if this card is in your GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Target 1 face-up monster your opponent controls; equip this card to that target. While this card is equipped to a monster by this effect, take control of that monster.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 8, 2026
48± 6/ 100
Power Score
Intrinsic 49
Deck 50

Dark Necrofear — Power Evaluation

Final Score: 48 ± 6 · Confidence: Medium

  • Intrinsic: 49 · Deck: 50 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Boss/End-board

Why it scores here

Dark Necrofear's real value is a conditional control swing: it must first be Special Summoned by banishing 3 Fiends from your GY, and it only steals a monster if an opponent's card destroyed it in your Monster Zone that turn and it reaches the GY. The 2200 ATK and 2800 DEF earn no points. The deck sample shows wide, real play (248 decks, 50 archetypes, mostly Zombies at 40%), which supports accessibility and portability but is treated as frequency, not power. With no combo or guide evidence, conversion and resilience stay near the middle or below, and the timing requirements cap the score.

Axis scores

Axis Score Evidence
Accessibility 45 Needs 3 Fiends in the GY before it can be Special Summoned, and it is in 248 sampled decks, mostly Zombies (verified deck stats; the GY requirement is verified from text) (verified).
Combo & Conversion 50 No combo boards are recorded, so conversion is text-only: a 2200-ATK body that can steal a monster once the opponent destroys it (inferred).
Resource Economy 55 Stealing a face-up monster is a one-for-one swing with no recurring advantage; the 3-Fiend banish is a real cost (verified from text; swing size inferred).
Effect & Interaction 45 Steal is strong when it works, but it needs an opponent's destruction in your Monster Zone that same turn and resolves only in the End Phase (verified from text; reach inferred).
Material Utility 45 A Level 8 Fiend is a usable material body, but its effect is not a material-side benefit (inferred from card stats).
Resilience & Flexibility 35 Only works if an opponent destroys it in your Monster Zone that turn; banish, negation, or no destruction shuts it off (verified from text).
Deck-Building Efficiency 55 One copy in most decks (avg 1.16), no garnet lock, but the Fiend-only GY requirement restricts it to Fiend-heavy shells (verified deck stats; restriction inferred).

Calculation

Weight profile: 0.7 Board breaker / Going-second + 0.3 Boss / End-board. Intrinsic ≈ 49, Deck ≈ 50, Meta = provisional. Modifiers: Summoning restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • A conditional control steal that turns an opponent's removal into a monster for you
  • Playable in 248 sampled decks across 50 archetypes, with the main home in Zombies
  • One copy per deck is typical, so the slot cost is low
  • Level 8 Fiend body with 2200 ATK

Weaknesses

  • Needs 3 Fiends in the GY before it can be Special Summoned
  • Steal only works if an opponent destroys it in your Monster Zone that same turn and it reaches the GY
  • Resolves only in the End Phase
  • Dead if the opponent banishes it or does not destroy it

Counters / choke points

  • Banish effects or cards that prevent destruction, which stop the GY trigger
  • Non-destruction removal, such as sending the monster to the GY or banishing it, which skips the steal
  • Negation of the destruction-triggered effect (inferred from text)

Best use

Board breaker / Going-second. Decks: Zombies, Archfiend, Burning Abyss. Suggested copies: 1.

Evidence & gaps

  • Verified: Cannot be Normal Summoned/Set; Special Summon requires banishing 3 Fiend monsters from your GY (card text); End Phase steal requires destruction in your Monster Zone by an opponent's card that same turn (card text); 248 sampled decks, 1.16 average copies, 50 archetypes (deck data)
  • Observed: Zombies is the dominant home at 40.3% of sampled decks (deck data); Frequent partners are Knightmare Phoenix and Knightmare Unicorn (deck data)
  • Inferred: Steal is a one-for-one swing, not a card-advantage engine; Low resilience because banish or non-destruction answers shut it off; Summoning restriction is what limits it to Fiend-heavy shells
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only no banlist token; assumed 3 copies (unlimited) no top-card ranking context (top-card status false, no rankings)











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