Spell
ContinuousDark Snake Syndrome
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3640
During each of your Standby Phases: Inflict damage to both players. This damage begins at 200 and is doubled during each of your following Standby Phases.
Dark Snake Syndrome — Power Evaluation
Final Score: 39 ± 6 · Confidence: Medium
- Intrinsic: 40 · Deck: 39 · Meta: provisional
- Primary role: Utility · Secondary: Boss/End-board
Why it scores here
Dark Snake Syndrome is a Continuous Spell that deals damage to both players each of your Standby Phases, starting at 200 and doubling each time. It converts into a slow, symmetric damage clock with no board presence, no card advantage, no searching and no material value, so it scores as a utility finisher rather than a power engine. Its 11-deck presence across 8 archetypes at 1-3 copies confirms it is a live, cheap pick, but that frequency is not treated as strength, and high ATK-style stats are absent from the calculation entirely.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Once drawn it stays live on the field, but there is no searcher or recorded starter/searched evidence to support a reliable route to it (verified text; observed 11 decks, inferred no searcher). |
| Combo & Conversion | 20 | The card only deals damage and builds no board; with zero recorded combo boards there is no observed conversion (verified text; combos absent, so inferred only). |
| Resource Economy | 25 | No draw, search, or recursion is printed, so it generates no card advantage and only applies damage (verified text). |
| Effect & Interaction | 15 | Its damage is symmetric and does not negate, remove, or restrict the opponent's cards, so interaction is minimal (verified text). |
| Material Utility | 5 | It is a Spell and cannot be used as Link, Xyz, Synchro, or Fusion material, so it has no material value (verified text). |
| Resilience & Flexibility | 40 | It stays on the field across turns, but a single destruction or removal effect ends the clock (inferred from Continuous Spell type). |
| Deck-Building Efficiency | 70 | It is a single-slot, non-garnet spell with no lock or brick cost and 1-3 copies per deck (observed 11 decks, copies distribution 1 and 3). |
Calculation
Weight profile: 0.7 Utility + 0.3 Boss/End-board. Intrinsic ≈ 40, Deck ≈ 39, Meta = provisional. Modifiers: Symmetric self-damage (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Repeatable damage that doubles each Standby Phase, so it can close games once it is in play
- Continuous Spell with no per-activation cost
- Played across 8 archetypes at 1-3 copies, so it is a live utility pick (observed)
Weaknesses
- Symmetric damage also hurts the controller, especially when behind on LP
- No card advantage, search, or material value
- A single destruction or removal effect ends the clock
- Recorded combo evidence is absent, so no observed conversion
Counters / choke points
- Spell destruction or removal effects (inferred from Continuous Spell type)
- Opponent LP lead, which makes the symmetric damage race favor them (inferred)
Best use
Utility finisher clock. Decks: Exosister, Dark Magician, Exodia.
Evidence & gaps
- Verified: Continuous Spell whose effect deals damage to both players during each of your Standby Phases, starting at 200 and doubling each following Standby Phase; Spell type means it cannot be material
- Observed: Appears in 11 of the attached decks across 8 archetypes; Copies per deck: 7 decks run 1 copy and 4 decks run 3 copies, average 1.73; Summoner Monk and Chicken Game each appear in 63.6% of its decks
- Inferred: No searcher or recorded starter route exists, so accessibility is partial; Its symmetric damage makes it a finisher only when the controller holds an LP lead; Single removal ends its clock
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied legal copies is empty, so the 3-copy limit is assumed no usage statistics (StatisticsCard) for archetype inclusion, so inclusion is inferred from the deck sample only






