Spell
NormalDoomZ Change
Archetype:
Change
View:
2008
Destroy 1 "DoomZ" card in your hand, Deck, or face-up field, except "DoomZ Change". If this card is destroyed by card effect: You can add 1 "DoomZ" card from your GY to your hand, except "DoomZ Change", then you can Special Summon 1 "DoomZ" monster from your hand. You can only use each effect of "DoomZ Change" once per turn.
DoomZ Change — Power Evaluation
Final Score: 50 ± 8 · Confidence: Medium
- Intrinsic: 48.5 · Deck: 50.4 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Recovery/Recursion
Why it scores here
DoomZ Change is a DoomZ-locked Spell whose main value is a self-funded recursion: it destroys one DoomZ card, and if it is destroyed by an effect it returns a DoomZ card from the GY to hand and Special Summons a DoomZ monster from hand. Its score comes from reliable access inside the DoomZ shell and a modest refuel, not from board output: the one recorded board it appears in has a power index of 4 with no end-board and zero net card advantage. Its 400-deck presence, 3-copy usage and high co-occurrence with DoomZ partners confirm that it is a real, practical role, but they were not credited as power (Guardrail 3). Nothing here is earned by its generic presence or the 1832 page views.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 72 | Text needs a DoomZ target in hand, Deck or field, and the card is in 400/400 sampled decks with 100% starter role in its one combo (observed; the card-text target requirement is verified). |
| Combo & Conversion | 40 | Only one recorded board with power index 4, sub-scores board 0 and disruption 0, and no end-board or boss (observed); the Special Summon from hand is text-based but not shown converting into a full board (inferred). |
| Resource Economy | 55 | It destroys one of its own DoomZ cards and then returns one DoomZ from GY, so the net is roughly even with a body summoned, and the combo shows resource sub-score 2 (verified text; observed). |
| Effect & Interaction | 5 | A DoomZ Spell with no negation, removal or hand-trap reach in its text or evidence (verified). |
| Material Utility | 5 | A Spell card with no material or body value (verified). |
| Resilience & Flexibility | 45 | Its second effect depends on being destroyed by a card effect, and both effects are once per turn, which limits repeated use (verified text; inferred). |
| Deck-Building Efficiency | 60 | Three copies in about 92% of decks at a typical count of 3, no garnet, but it is locked to DoomZ and useless outside that shell (observed; inferred restriction). |
Calculation
Weight profile: 0.7 Starter/Combo enabler + 0.3 Recovery/Recursion. Intrinsic ≈ 48.5, Deck ≈ 50.4, Meta = provisional. Modifiers: DoomZ-only restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Refuel and Special Summon from one spell in the DoomZ shell
- Live across 400 sampled decks at 3 copies, so the access route is reliable
- Clear, low-risk text with no garnet or locking cost beyond the archetype
Weaknesses
- Power index 4 on the only recorded board; no end-board or disruption
- Zero net card advantage on the recorded board
- Needs a DoomZ target and an effect destruction to reach its second effect
- Dead outside the DoomZ archetype
Counters / choke points
- No counter cards are evidenced for this card; interaction stops are not in the evidence
Best use
Starter and recursion engine inside DoomZ shells. Decks: DoomZ (archetype 2365), DoomZ (archetype 2260), Power Patron. Suggested copies: 3.
Evidence & gaps
- Verified: Text: destroys 1 DoomZ card in hand, Deck or field (excluding itself); if destroyed by card effect, adds 1 DoomZ card from GY to hand and Special Summons 1 DoomZ monster from hand; each effect once per turn; Formats TCG and OCG; archetype DoomZ; Spell Card; Usage statistics typical copies of 3 for the main DoomZ archetype
- Observed: Included in 400/400 sampled decks at an average of 2.9 copies; Co-occurs with DoomZ partner cards in 96–100% of decks; One combo appearance, as starter and in end hand, power index 4, resource sub-score 2, net card advantage 0
- Inferred: The GY add and Special Summon are a refuel-plus-body loop that works only when a DoomZ card is destroyed by effect; Archetype-locked, so the card has no value outside DoomZ shells
- Data gaps: No banlist token; assumed 3 copies (unlimited) Only 1 combo sampled, so combo conversion rests on a single board No rulings or counter evidence for this card Guide evidence is one Vietnamese-language snippet with limited detail on this card's line






