Poison Chain
Spell Continuous

Poison Chain

  • Archetype:
  • Iron Chain

  • View:
  • 2853




During the End Phase of your turn, if you did not attack, you can make your opponent send cards equal to the number of face-up "Iron Chain" monsters you control from the top of their Deck to the Graveyard.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 2, 2026
26± 7/ 100
Power Score
Intrinsic 29
Deck 32

Poison Chain — Power Evaluation

Final Score: 26 ± 7 · Confidence: Medium

  • Intrinsic: 29 · Deck: 32 · Meta: provisional
  • Primary role: Utility · Secondary: Floodgate/Control

Why it scores here

Poison Chain scores in the low range because its recurring mill effect is gated behind two simultaneous conditions — controlling face-up Iron Chain monsters and forgoing attacks that turn — locking it into dedicated stall-mill builds. Within those narrow homes (primarily Naturia and Runick hybrids using the Iron Chain package), it contributes a repeatable end-phase win condition rather than immediate tempo or disruption. It cannot interact with the opponent during their turn at all, and one spell-removal response ends the entire engine. The card earns no credit from ATK or DEF; its score is driven by its niche but real strategic role confirmed by 9 decks averaging 2.78 copies each.

Axis scores

Axis Score Evidence
Accessibility 35 Run as 3-of in 8 of 9 recorded decks requiring Iron Chain monsters already on field plus a raw draw; no confirmed spell searcher cited in evidence. (inferred)
Combo & Conversion 20 Zero combo appearances recorded; the card provides slow accumulative end-phase mill rather than board extension or immediate board presence. (verified)
Resource Economy 30 Persistent Continuous Spell mills opponent each end phase at no recurring cost once placed, but generates zero hand advantage for the controller. (inferred)
Effect & Interaction 15 Effect activates only during your own End Phase after forgoing attacks, providing zero disruption to opponent's actions at any other point in the turn. (verified)
Material Utility 5 Continuous Spell has no monster body and cannot serve as Synchro, Xyz, Link, or Fusion material under any circumstance. (verified)
Resilience & Flexibility 25 A single Spell destruction ends the entire mill engine, and both conditions — Iron Chain board and no-attack — must hold simultaneously every turn to generate value. (inferred)
Deck-Building Efficiency 25 Requires a dedicated Iron Chain monster engine and a passive non-attacking stall strategy; archetype-locked and only functional in specific hybrid builds. (inferred)

Calculation

Weight profile: Utility (primary, 1.0). Intrinsic ≈ 29, Deck ≈ 32, Meta = provisional. Modifiers: No-attack condition (-3); Iron Chain archetype lock (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Provides a recurring end-phase mill engine with zero ongoing resource cost once placed on field
  • Mill count scales directly with the number of face-up Iron Chain monsters controlled
  • Synergizes naturally with control/stall archetypes (Naturia, Runick) that already avoid attacking
  • Effective mill-to-deck-out win condition in reduced deck-size formats like DuelLinks (20-card decks)

Weaknesses

  • Zero disruption during the opponent's turn — cannot respond to threats or interrupt plays
  • Requires multiple face-up Iron Chain monsters to be meaningful, adding significant deck-building overhead
  • A single Spell removal (MST, Twin Twisters, etc.) permanently ends the mill engine
  • The no-attack condition is a serious ongoing tempo sacrifice in most game states
  • Slow win condition that gives the opponent multiple turns to search answers or set up counters

Counters / choke points

  • Mystical Space Typhoon, Twin Twisters, or any Spell/Trap removal immediately ends the mill engine
  • Mass monster removal (Torrential Tribute, Dark Hole) clears the Iron Chain board and stops all milling
  • Cards that benefit from or recycle the GY (Skull Servant, Necroworld Banshee) convert milled cards into opponent advantage
  • Banishing effects (Macro Cosmos, Dimensional Fissure) prevent mill from being a viable win condition

Best use

Mill win condition in stall-oriented Iron Chain hybrid builds that naturally avoid attacking. Decks: Iron Chain, Naturia + Iron Chain (DuelLinks), Runick + Iron Chain (MasterDuel). Suggested copies: 3.

Evidence & gaps

  • Verified: Continuous Spell Card belonging to the Iron Chain archetype; Effect requires face-up Iron Chain monsters on field and no attack declared that turn; Mill count scales with number of Iron Chain monsters controlled at End Phase; Nine decks in evidence run it in the main deck, averaging 2.78 copies; Appears in Naturia, Runick (Mysterune), and ZEXAL-themed builds; Zero combo appearances in any recorded board
  • Observed: Run as 3-of in 8 of 9 recorded decks, indicating it is a core piece rather than a 1-of tech in those strategies; Consistently paired with the full Iron Chain monster suite (Blaster, Coil, Repairman, Snake) in 88.9% of decks; Dominant gameplay type is ID 7 (88.9% of decks), consistent with a single format home (inferred DuelLinks based on Naturia partner cards)
  • Inferred: Naturia and Runick archetypes provide a natural no-attack framework enabling the condition without significant tempo loss; In a 20-card DuelLinks deck, 3-4 end-phase mills per turn can deck-out an opponent within 5-7 turns with a full Iron Chain board; No confirmed search route for Poison Chain itself; the deck relies on drawing it naturally across 3 copies
  • Data gaps: No combos supplied — combo conversion is text-only inference No guides supplied — role confirmation relies entirely on the 9-deck sample No banlist token — assumed 3 copies (unlimited) across all formats No usage statistics (StatisticsCard) — archetype inclusion percentages inferred from small 9-deck sample only Gameplay type IDs not explicitly labeled — DuelLinks vs MasterDuel distinction is inferred from partner card identities, not from metadata











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