Spell
ContinuousGround Collapse
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2974
Select 2 Main Monster Zones on the field. Neither player can use the selected zones. You cannot select a zone that is occupied by a Monster Card.
Ground Collapse — Power Evaluation
Final Score: 52 ± 6 · Confidence: Medium
- Intrinsic: 53.8 · Deck: 51 · Meta: provisional
- Primary role: Floodgate/Control
Why it scores here
Ground Collapse is a continuous zone lock: it removes two Main Monster Zones from both players, so its value is restricting the opponent's board space rather than building one. The card is a 3-of in 191 sampled decks across 35 archetypes, which confirms it is a practical, portable staple. It earns no points for its text alone, and the score is held down by the absence of combo or guide evidence and by the fact that it also blocks the controller's own Main Monster Zones. Its share of decks is a consistency signal, not evidence of intrinsic strength.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Present in 191 of 191 sampled decks at an average of 2.85 copies, but no combo starter or searched data exists to show how reliably it reaches the field (observed for deck presence; inferred for access). |
| Combo & Conversion | 20 | No combo boards are recorded and the text only locks two zones, so it builds no board on its own (inferred from text). |
| Resource Economy | 25 | A single spell with no draw, search, or refuel effect, and no card advantage data is recorded (verified from text; no combo evidence). |
| Effect & Interaction | 55 | Denies the opponent two Main Monster Zones persistently, a soft floodgate that can be worked around by using other zones (verified from text; observed deck spread). |
| Material Utility | 10 | A Spell Card that is never a monster, so it provides no material value (verified from card frame and text). |
| Resilience & Flexibility | 45 | A continuous spell that stays on the field, but a single removal or destruction effect removes the lock, and it has no redundancy beyond its copies (inferred from text). |
| Deck-Building Efficiency | 60 | Three copies run in most decks with no garnet, but it takes two of the controller's own Main Monster Zones, a real self-cost (verified from text; observed copy distribution). |
Calculation
Weight profile: Floodgate / Control primary role; no secondary blend. Intrinsic ≈ 53.8, Deck ≈ 51, Meta = provisional. Modifiers: Self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Practical 3-of staple across 35 archetypes (observed)
- Blocks two opponent Main Monster Zones persistently (verified from text)
- No garnet or brick cost (verified from text)
Weaknesses
- Self-restricting: also removes the controller's own two Main Monster Zones (verified from text)
- Zero combo or guide evidence, so combo conversion is unsupported (verified from evidence gaps)
- Restricts only zone use, so the opponent can play around it by using other zones (inferred)
Counters / choke points
- Removal or destruction of the continuous spell (inferred from card type)
- Playing around the locked zones by spreading monsters across the remaining zones (inferred)
Best use
Zone-control floodgate in monster-heavy shells. Decks: Kashtira, D/D/D, RaidRaptor, Red-Eyes, Nemeses. Suggested copies: 3.
Evidence & gaps
- Verified: Continuous Spell that selects 2 Main Monster Zones; neither player can use them (card text); Copies per deck avg 2.85, 172 of 191 decks run 3 (deck stats)
- Observed: Present in 191 sampled decks across 35 archetypes (deck stats); Co-occurs with Kashtira support cards in 59-64% of decks (deck partner stats)
- Inferred: Access routes are unknown because no searcher or combo data exists; Partner co-occurrence reflects a shell staple, not intrinsic power (guardrail 3)
- 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






