DARK
5Kuribabylon
Archetype:
Kuriboh
ATK:
1500
DEF:
1000
View:
5060
Gains 300 ATK/DEF for each "Kuriboh" monster you control and in your GY. You can only use 1 of the following effects of "Kuribabylon" per turn, and only once that turn. ● If you have more monsters in your GY than your opponent: You can Special Summon this card from your hand. ● During your Main or Battle Phase: You can return this card to the hand, and if you do, Special Summon 5 monsters (1 "Kuribah", 1 "Kuribee", 1 "Kuriboo", 1 "Kuribeh", and 1 "Kuriboh") from your hand and/or GY in Attack Position.
Kuribabylon — Power Evaluation
Final Score: 62 ± 8 · Confidence: Medium
- Intrinsic: 60 · Deck: 63 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Material body, Extender
Why it scores here
Kuribabylon's score comes from its text: it can be Special Summoned from hand when your GY has more monsters than the opponent's, and by returning itself to hand it Special Summons five Kuriboh-named monsters from hand and or GY, which converts a single card into a multi-body board. The deck data confirms the card is a real, consistently run piece of the Kuriboh shell (55.8 percent of decks in the Kuriboh archetype, about 98 percent co-occurrence with the Kuriboh partners), not a niche pick. Its 1500 ATK / 1000 DEF body and its 300-per-Kuriboh ATK boost earn no points, and the score is capped by the archetype lock and the absence of any interaction or observed combo boards.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Hand Special Summon is gated on the GY monster count, and the 98 percent partner co-occurrence shows the routes are live in the sampled decks (observed, with the gating condition inferred). |
| Combo & Conversion | 80 | The bounce plus five-monster summon is a large one-card-to-board conversion in the text, but there are zero recorded boards to confirm it (inferred from text). |
| Resource Economy | 65 | Self-return plus five summons from hand and GY is strong body advantage with GY recursion, but the card-for-card economics are not measured (inferred). |
| Effect & Interaction | 10 | The card provides no negation, removal, or disruption (verified from text). |
| Material Utility | 40 | It is a Level 5 DARK Fiend body that leaves the field by its own effect, so material value is modest and not measured (inferred). |
| Resilience & Flexibility | 50 | Hand and GY zones and a turn-limited effect give some redundancy, but it is archetype-locked and one-of-two effects per turn (inferred). |
| Deck-Building Efficiency | 60 | No garnet or lock, and average copies of 1.53 with a 3-copy max suggest a clean slot cost inside a shell that already runs it (observed). |
Calculation
Weight profile: Starter / Combo enabler profile, single primary role (no blend). Intrinsic ≈ 60, Deck ≈ 63, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Converts one card into a five-monster board from hand and GY
- Recursive: returns itself to hand, so it is reusable within the Kuriboh shell
- Live in the observed decks, with strong partner co-occurrence
Weaknesses
- Hand summon depends on a GY monster count advantage
- Archetype-locked to Kuriboh-named monsters
- No negation, removal, or disruption
Counters / choke points
- Hand traps or negations that stop the Special Summon effect
- Opponent GY-count control, which blocks the hand Special Summon route
Best use
Starter / combo enabler inside the Kuriboh shell. Decks: Kuriboh. Suggested copies: 2.
Evidence & gaps
- Verified: Gains 300 ATK/DEF per Kuriboh-named monster you control and in your GY; Once per turn, one of two effects: hand Special Summon if your GY has more monsters than the opponent, or return to hand and Special Summon 5 named monsters from hand and/or GY; Level 5 DARK Fiend, 1500 ATK / 1000 DEF
- Observed: Present in 95 sampled decks; 55.8 percent Kuriboh archetype, 81.1 percent gameplay type 7; Partners Kuriboo, Kuribah, Kuribee and Kuribeh each co-occur in about 98 percent of decks; Average 1.53 copies per deck, max 3
- Inferred: Hand Special Summon is practical in the Kuriboh shell because the partners are GY-friendly; Bounce route is a major body-count conversion; Archetype lock limits deck portability
- Data gaps: No combos supplied, so combo conversion is text-only inference No guides supplied No banlist token; assumed 3 copies (unlimited) No usage statistics (StatisticsCard); inclusion inferred from deck sample only






