Spell
NormalRitual Foregone
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Pay 1000 LP; Special Summon 1 Ritual Monster from your hand, but it cannot attack, also destroy it during the End Phase. You can only activate 1 "Ritual Foregone" per turn.
Ritual Foregone — Power Evaluation
Final Score: 34 ± 6 · Confidence: Medium
- Intrinsic: 39 · Deck: 41 · Meta: provisional
- Primary role: Combo enabler · Secondary: Material body provider
Why it scores here
Ritual Foregone enables ritual monsters to reach the field without ritual spell cost, supporting decks like Megalith and Dogmatika. However, the 1000 LP cost, attack prohibition, and end-phase destruction severely restrict its impact—the summoned monster cannot drive immediate advantage and is destroyed the same turn, making this a niche intermediate enabler rather than a powerful core piece.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Available in hand and castable, but requires ritual monsters in deck and 1000 LP investment; confirmed in 6 decks across 5 ritual-focused archetypes (verified). |
| Combo & Conversion | 35 | Enables one ritual monster summon with heavy restrictions; no combo board appearances recorded despite presence in ritual synergy decks, limiting concrete evidence of combo depth (inferred). |
| Resource Economy | 20 | Costs 1 spell card and 1000 LP for a temporary ritual monster destroyed at end phase, resulting in net −1 card advantage and resource loss (verified). |
| Effect & Interaction | 5 | Card text contains no disruption, negation, or removal effects; all interaction comes from the summoned ritual monster itself, not the enabler (verified). |
| Material Utility | 45 | The card enables ritual monsters to become material before end-phase destruction; appears in 4 Megalith decks (66.7%) that run other monsters as synergy, confirming material-based utility (observed). |
| Resilience & Flexibility | 20 | Once-per-turn activation and heavy ritual-monster dependency make this fragile and inflexible; easily disrupted by hand traps or ritual monster negation (inferred). |
| Deck-Building Efficiency | 30 | Ritual-locked enabler requiring ritual monsters in hand to function; 1000 LP cost accumulates in longer games, creating deckbuilding strain (inferred). |
Calculation
Weight profile: 0.7 × Combo enabler + 0.3 × Material body provider. Intrinsic ≈ 39, Deck ≈ 41, Meta = provisional. Modifiers: Attack restriction + end-phase destruction (-3); Ritual-exclusive design (-2); 1000 LP cost (-1). Final formula: 0.40 × Intrinsic (39) + 0.60 × Deck (41)
Strengths
- Bypasses ritual spell requirement, enabling ritual monsters without normal summon
- Appears in multiple ritual homes (Megalith, Impcantation, Dogmatika, Prediction Princess)
- Synergizes cleanly with ritual-focused partner cards observed at 50–67% co-deck rates
- Can serve as intermediate material setup before end-phase destruction
Weaknesses
- 1000 LP cost creates heavy resource drain and accumulation risk
- Summoned monster cannot attack, eliminating offensive presence
- Destroyed at end phase gives no persistence or multi-turn value
- Requires ritual monster in hand to function, creating potential garnet scenarios
- Once-per-turn clause severely limits flexibility and chaining potential
- Entirely ritual-dependent with zero splashability in non-ritual strategies
Counters / choke points
- Ash Blossom & Joyous Spring (hand trap negating special summon)
- Solemn Judgment or similar omni-negation
- Called by the Grave (disables target ritual monster in hand)
- Effect Veiler or similar effect negation on the summoned monster
- Any hand disruption removing ritual monsters before activation
Best use
Ritual summoning enabler for intermediate material or effect triggers. Decks: Megalith, Impcantation, Dogmatika, Ritual-focused control.
Evidence & gaps
- Verified: Card text: special summons 1 ritual monster from hand; costs 1000 LP; Summoned monster cannot attack and is destroyed at end phase; Once per turn activation clause; Appears in Dogmatika (2), Megalith (4), Impcantation (1), Prediction Princess (1), unmapped (1); Top partners include Megalith monsters (Phul, Ophiel, Hagith, Aratron, Phaleg, Bethor, Unformed, Phuloch) and ritual support (Preparation of Rites, High Ritual Art)
- Observed: Runs 1–3 copies per deck (avg 1.67 copies); Appears in 4 out of 6 decks alongside Megalith core (66.7% co-inclusion); Appears alongside Dyna Mondo in 4 decks (66.7%); Zero appearances in recorded combo boards despite multi-archetype presence; Appears in 5 distinct ritual-focused archetypes across small 6-deck sample
- Inferred: Primary design intent: enable ritual monsters for ritual-based synergies without ritual spell cost; End-phase destruction suggests use as intermediate material or effect trigger, not persistent board piece; Attack restriction creates significant tempo loss compared to normal ritual summoning; 1000 LP cost makes multiple copies or repeated activation risky in longer games; Limited accessibility compared to other ritual enablers due to hand requirement and life point investment; Entirely unsplashable outside ritual decks, creating deckbuilding inefficiency
- Data gaps: No combos supplied; combo_conversion is text-only inference without board-level verification No banlist status provided; assumed unlimited (3 copies per format) No usage statistics (StatisticsCard rows); archetype inclusion% inferred from 6-deck sample only Guide evidence minimal (1 guide in Solo Mode rewards context; no competitive guide coverage) No rulings data for timing edge cases (e.g., interaction with ritual monster effects triggered on summon) No deck recency weighting; earliest deck 2022-11-02, latest 2026-03-16 (3+ year span)






