Dark Designator
Spell Normal

Dark Designator

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Declare 1 Monster Card name. If the declared card is in your opponent's Deck, add 1 of that card to your opponent's hand.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
19± 6/ 100
Power Score
Intrinsic 21
Deck 17

Dark Designator — Power Evaluation

Final Score: 19 ± 6 · Confidence: Medium

  • Intrinsic: 21 · Deck: 17 · Meta: provisional
  • Primary role: Utility

Why it scores here

Dark Designator's text only adds a copy of a declared monster to the opponent's hand when that card is in the opponent's Deck, so it gives the controller no card advantage, no board, and no interaction of its own. The score comes from being a single, cheap, clearly worded Spell with no garnet cost. High stats are irrelevant here because this is a Spell, and the card's own effect hands the opponent a card.

Axis scores

Axis Score Evidence
Accessibility 10 No searcher or route to the card appears in the evidence, and its only deck observation is one list where it is a non-archetype tech (observed, verified text).
Combo & Conversion 5 The card builds nothing on its own, and combo data shows 0 appearances across 0 recorded boards (verified text, observed absence).
Resource Economy 0 The effect adds a card to the opponent's hand and returns nothing to the controller, which is a net disadvantage (verified text).
Effect & Interaction 5 No opponent interaction is produced; the only effect benefits the opponent (verified text).
Material Utility 0 A Spell card cannot be used as material, so the body contributes nothing here (verified text).
Resilience & Flexibility 20 The card has one trigger condition and no redundancy; it is dead whenever the named card is absent from the opponent's Deck (inferred from text).
Deck-Building Efficiency 50 It is a single-copy Spell with no garnet or lock cost, so it is cheap to run but has little reason to occupy a slot (inferred from text and one-deck evidence).

Calculation

Weight profile: Utility / no clear role (default), single role so no blend. Intrinsic ≈ 21, Deck ≈ 17, Meta = provisional. Modifiers: Self-disadvantage effect (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Clear, single-step text with no timing or once-per-turn ambiguity
  • Cheap to include: a single Spell with no garnet or lock cost

Weaknesses

  • Gives the opponent a card, so it is a net card disadvantage for the controller
  • Conditional on the named monster being in the opponent's Deck, which the controller cannot confirm before declaring
  • No searcher, combo, or board route in the evidence
  • Only one deck in the sample, and it has no archetype

Counters / choke points

  • No counter cards are supplied in the evidence; the card's weakness is its own self-disadvantage

Best use

Utility / niche tech. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: declare 1 Monster Card name; if it is in the opponent's Deck, add 1 copy to the opponent's hand; Card type is Spell, so it cannot be used as material
  • Observed: Appears in 1 of 1 sampled decks, main deck, 1 copy, with no archetype; 0 combo appearances in the evidence
  • Inferred: The effect is a net card disadvantage for the controller; Its usefulness depends on the opponent's Deck contents, which the controller cannot confirm
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only single deck sample; the one partner list is not evidence of a practical route











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