Red Dragon Vase
Spell Normal

Red Dragon Vase

  • Archetype:
  • Greed

  • View:
  • 4754




If you control a "Red Dragon Archfiend": Draw 2 cards. You cannot Normal or Special Summon monsters the turn you activate this card, and until the end of your opponent's turn after this card is activated.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 6, 2026
46± 5/ 100
Power Score
Intrinsic 43
Deck 48

Red Dragon Vase — Power Evaluation

Final Score: 46 ± 5 · Confidence: Medium

  • Intrinsic: 43 · Deck: 48 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Red Dragon Vase provides targeted card draw for Red Dragon decks, drawing 2 cards when you control Red Dragon Archfiend. However, its significant activation cost—locking you out of Normal and Special Summons for your current turn and your opponent's entire turn—severely limits its combo potential and forces it into a mid-turn or end-of-line role. The card converts favorably to deck-specific homes where Red Dragon Archfiend is already established, but the restriction makes it risky as an early combo piece and it provides no board interaction.

Axis scores

Axis Score Evidence
Accessibility 45 Requires Red Dragon Archfiend on field, limiting it to mid-combo activation rather than opening hand; however, 87.9% co-appearance with Resonator Call and Red Dragon Archfiend confirms the condition is reliably met in its homes. (verified)
Combo & Conversion 35 Activating it locks you out of summoning for 2 turns, preventing immediate use of the drawn cards for board building; no combo examples provided. (observed)
Resource Economy 55 Draws 2 cards (net +2), but the 2-turn summon lock is a significant tempo cost; overall roughly even after accounting for opportunity loss. (inferred)
Effect & Interaction 5 No opponent interaction—purely a draw effect with no disruption or removal. (verified)
Material Utility 5 Spell cards cannot serve as synchro/fusion/link/tuner material. (verified)
Resilience & Flexibility 40 Vulnerable to hand traps and negation during activation; once resolved, the 2-turn lock reduces adaptability. (inferred)
Deck-Building Efficiency 55 Runs 1–3 copies per deck (avg 1.55) and appears exclusively in Red Dragon variants (Resonator, Archfiend, Greed), making it specialized but not a brick. (observed)

Calculation

Weight profile: Primary role: Recovery/Recursion. Intrinsic ≈ 43, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Reliable card draw in Red Dragon decks where Red Dragon Archfiend is easily summoned
  • Generates hand advantage when activated at the right timing
  • Consistent inclusion across multiple Red Dragon archetypes (Resonator, Archfiend, Greed)

Weaknesses

  • Heavy summon lock (2 turns) severely limits combo potential and board building
  • Requires specific board state (Red Dragon Archfiend) to activate—not a generic staple
  • Cannot be used as material when negated, losing both the card slot and card advantage window
  • Activated effect makes it vulnerable to hand traps like Ash Blossom & Joyous Spring

Counters / choke points

  • Ash Blossom & Joyous Spring negates the draw effect
  • Any card that removes Red Dragon Archfiend before activation renders it dead
  • Heavy disruption during the 2-turn lock window can prevent followup plays

Best use

Mid-combo refuel when board is established. Decks: Red Dragon, Resonator, Archfiend.

Evidence & gaps

  • Verified: Draws 2 cards when Red Dragon Archfiend is controlled (card text); Cannot Normal or Special Summon for the rest of your turn and your opponent's turn (card text); Spell-type card, not material-eligible (card frame)
  • Observed: Runs in 33 total decks with 87.9% co-appearance with Red Dragon Archfiend; Average 1.55 copies per deck; distribution: 63.6% at 1x, 18.2% at 2x, 18.2% at 3x; Appears across 9 distinct archetypes, primarily Red Dragon-focused variants; No combo appearances in the supplied evidence
  • Inferred: Accessibility is limited by the requirement of a specific on-field monster but reliable within Red Dragon homes; The 2-turn summon lock creates a significant tempo cost that outweighs the +2 card advantage in many situations; Not splashable outside Red Dragon/Archfiend/Resonator decks based on archetype distribution; Best used mid-combo after establishing a board rather than as an opening line
  • Data gaps: No combo evidence (0 combos) limits assessment of actual board-building value and combo timing No guide mentions provide context on intended usage or deck strategy No banlist data (assumed 3 copies); card's actual legal limit is unknown No usage statistics across larger historical sample—inclusion % inferred from 33-deck sample only No game result data or win-rate context—cannot measure actual deck success with this card











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