Eternal Dread
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Eternal Dread

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Place 2 Clock Counters on each "Clock Tower Prison".




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
35± 8/ 100
Power Score
Intrinsic 34
Deck 35

Eternal Dread — Power Evaluation

Final Score: 35 ± 8 · Confidence: Medium

  • Intrinsic: 34 · Deck: 35 · Meta: provisional
  • Primary role: Utility · Secondary: Combo enabler

Why it scores here

Eternal Dread's only printed effect is placing 2 Clock Counters on each Clock Tower Prison, so its value is entirely borrowed from that partner card. It does not convert anything on its own, and it is a Trap that must be Set before it can do anything, which keeps accessibility modest. The 14 sampled decks all run it alongside Clock Tower Prison, and that co-occurrence confirms a real home in Heroic and Destiny HERO lists, but frequency alone does not raise the score. No combo evidence and no card-advantage text exist, so the score stays near the low-middle of the scale.

Axis scores

Axis Score Evidence
Accessibility 35 Trap that must be Set and only matters once Clock Tower Prison is on the field; no searcher or combo routes in the evidence (inferred).
Combo & Conversion 30 Printed effect only adds counters to a partner; no combo data was supplied, so conversion is text-only inference (inferred).
Resource Economy 25 No draw, search, or recovery text; it costs a card and returns nothing beyond the counters (verified).
Effect & Interaction 35 No direct negation or removal; any interaction comes indirectly through the counters on Clock Tower Prison (inferred).
Material Utility 5 Trap card with Normal race and no material role; it cannot be used as material (verified).
Resilience & Flexibility 25 Sits face-down in the backrow and depends on one partner staying live, so it is easy to lose to backrow removal or partner removal (inferred).
Deck-Building Efficiency 45 Average 1.71 copies per deck with no garnet or lock text, but it is a dead slot without Clock Tower Prison (observed).

Calculation

Weight profile: Utility default profile; no 0.7/0.3 blend because no secondary role is corroborated by combo evidence. Intrinsic ≈ 34, Deck ≈ 35, Meta = provisional. Modifiers: single-partner dependency (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap, low-slot support that fits Heroic and Destiny HERO lists
  • Consistently paired with Clock Tower Prison across the sampled decks (observed)

Weaknesses

  • Zero value without Clock Tower Prison on the field
  • Trap card that must be Set, so it is not a live opening-hand card
  • No card advantage, search, or combo evidence in the pack

Counters / choke points

  • Backrow removal or destruction effects aimed at the face-down Trap
  • Removing or negating Clock Tower Prison before its counters matter

Best use

Utility support for Clock Tower Prison. Decks: Heroic, Destiny HERO. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: place 2 Clock Counters on each Clock Tower Prison; Card type is Trap with Normal race and no link or level; Sample has 14 decks with 5 archetype labels
  • Observed: 14 of 14 decks run Clock Tower Prison alongside this card (100%); Average 1.71 copies per deck, max 3; Heroic appears in 50% of sampled decks
  • Inferred: Value depends entirely on Clock Tower Prison being live on the field; Trap timing means it is a Set-and-wait card rather than a hand play
  • Data gaps: Clock Tower Prison card text is not in the evidence pack, so the counter payoff cannot be verified no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion % is inferred from the deck sample only











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