DoomZ Raiders
Spell Continuous

DoomZ Raiders

  • Archetype:
  • DoomZ

  • View:
  • 1911




During your Main Phase: You can destroy 1 other "DoomZ" card in your hand or face-up field, then add to your hand or Special Summon, 1 "DoomZ" monster from your Deck, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Xyz Monsters. If this card is destroyed by card effect: You can target 1 face-up monster on the field; destroy it. You can only use 1 "DoomZ Raiders" effect per turn, and only once that turn.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 9, 2026
51± 5/ 100
Power Score
Intrinsic 49
Deck 53

DoomZ Raiders — Power Evaluation

Final Score: 51 ± 5 · Confidence: Medium

  • Intrinsic: 49 · Deck: 53 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Searcher/Tutor

Why it scores here

DoomZ Raiders is a Continuous Spell that converts a DoomZ card in hand or on field into a DoomZ monster from the Deck, or a Special Summon, which makes it a cost-paid search and a starter for the archetype. It appears in all 400 sampled decks at 3 copies on average, so access is reliable, but its recorded boards are thin (4 combos, average power index 5), so the card adds modest structural value on its own. The optional destroy-on-effect clause and the Extra Deck summon lock are real but narrow, and the score does not rise from the archetype's ATK or popularity, only from the observed role.

Axis scores

Axis Score Evidence
Accessibility 78 Runs in 400/400 decks at 3 copies on average and is a Continuous Spell that needs a DoomZ card in hand or on field to activate (verified deck stats; the access route is inferred from the text). Starter in 1 of 4 combos (observed).
Combo & Conversion 40 Appears in 4 recorded combos with an average power index of 5, and the examples show a small board gain beyond the starter role (observed; low sample).
Resource Economy 45 One DoomZ card is destroyed as the cost and one DoomZ monster is added, which is roughly neutral with no graveyard refuel (verified from text; inferred net).
Effect & Interaction 30 The destroy-face-up-monster clause only fires if the card is destroyed by a card effect, which is a narrow condition, so interaction is soft (verified from text; inferred).
Material Utility 10 A Continuous Spell cannot be used as material and does not convert into a body, so material value is near zero (verified from card type).
Resilience & Flexibility 50 Sits on the field with a once-per-turn limit and is exposed to spell removal, but DoomZ redundancy across 3 copies and multiple archetype homes gives some recovery (observed; inferred).
Deck-Building Efficiency 50 Three copies run in a DoomZ-only shell and the Extra Deck summon lock adds some restriction, though the restriction is mild for an archetype deck (verified from text and deck stats; inferred).

Calculation

Weight profile: 0.7 Starter / Combo enabler + 0.3 Searcher / Tutor. Intrinsic ≈ 49, Deck ≈ 53, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Live in all 400 sampled decks at 3 copies on average, so access is reliable
  • Converts a DoomZ card into a DoomZ monster from the Deck, which gives a cost-paid search
  • Continuous Spell that stays on the field and keeps its effects for later turns

Weaknesses

  • Recorded boards are thin: 4 combos with an average power index of 5
  • Needs a DoomZ card in hand or on field, so it is dead in non-DoomZ homes
  • Zero material value and no graveyard refuel
  • The destroy-on-effect clause is narrow and does not work on a voluntary destruction

Counters / choke points

  • Spell removal or destruction of the Continuous Spell on the field
  • Spell or trap negation of the activation
  • Hand-based interruption before the Main Phase activation

Best use

Starter / Combo enabler: cost-paid search and summon engine for the archetype. Decks: DoomZ, Power Patron DoomZ, DoomZ Therions. Suggested copies: 3.

Evidence & gaps

  • Verified: Continuous Spell with a Main Phase search or summon clause and a once-per-turn limit (card text); Runs in 400/400 sampled decks at 3 copies on average (deck stats); Appears in 100% of partner DoomZ cards' decks (deck stats)
  • Observed: 4 recorded combos, starter in 1 (25%), average power index 5; Inclusion 100% across 5 archetype/gameplay homes in usage statistics
  • Inferred: Net card advantage roughly neutral (1 cost, 1 gain); Summon-lock restriction is mild for an archetype deck; Spell removal is the main counter
  • Data gaps: no banlist token; assumed 3 copies (unlimited) combo sample is small (4 boards), so combo_conversion is low confidence guide evidence is a single Vietnamese deck-guide snippet distinct archetypes (41) is inflated by small archetype tails; generic utility is capped by the DoomZ-only text











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