Spell
ContinuousSenet Switch
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Once per turn, during your Main Phase, you can move 1 monster on your side of the field to an adjacent (horizontal) unoccupied Monster Card Zone.
Senet Switch — Power Evaluation
Final Score: 51 ± 7 · Confidence: Medium
- Intrinsic: 49 · Deck: 52 · Meta: provisional
- Primary role: Combo enabler · Secondary: Extender, Utility
Why it scores here
Senet Switch is a one-line Continuous Spell whose only job is to move one of your own monsters to an adjacent horizontal Monster Zone once per Main Phase. That niche function is really valuable in Vaylantz, where monsters carry 'moved to another Monster Zone' triggers and the whole gameplan is column manipulation: it appears in 248 recorded decks with an average of 1.08 copies and 75% inclusion in the Vaylantz archetype, alongside a 95%+ co-deck rate with Vaylantz Wars and the Vaylantz Worlds. What it converts into is an extra movement trigger each turn rather than a board of its own, and it offers zero disruption to the opponent, so its score is built from repeatable combo-extension in one archetype family plus low slot cost, not from any stat, rarity or broad splash value. No combo records exist for this card, so the conversion half of the score is text-based inference and carries the uncertainty band.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | A Continuous Spell with no archetype lock and no documented in-archetype search route, run at an average of 1.08 copies across 248 decks, so it is live from hand but only functional once you already control a monster and an adjacent empty Zone (observed). |
| Combo & Conversion | 42 | Zero combo appearances are recorded (0 total combos), so its contribution is text-only inference: one extra Main Phase move per turn to re-fire 'moved to another Monster Zone' effects (inferred). |
| Resource Economy | 48 | It is a one-time -1 in card count that keeps re-firing every turn while it stays on the field, so it only pays back when the repositioned monster's movement trigger searches or summons (inferred). |
| Effect & Interaction | 12 | The card text provides no negation, removal or disruption against the opponent — it only repositions your own monster horizontally (verified). |
| Material Utility | 18 | As a Spell Card it supplies no body, Level or Attribute on its own; any material value is indirect, coming from the monsters it repositions into Link/Xyz/Fusion positions (verified). |
| Resilience & Flexibility | 42 | Once resolved it can be reused in every following Main Phase, but it is a fragile face-up Continuous Spell exposed to Spell/Trap removal and does nothing in a cramped field with no adjacent empty Zone (inferred). |
| Deck-Building Efficiency | 55 | It occupies a single slot in 231 of 248 decks with a typical 1 copy and 75% inclusion in Vaylantz, so the slot cost is low even though it is only live inside movement-based gameplans (observed). |
Calculation
Weight profile: 0.7 Combo enabler + 0.3 Extender. Intrinsic ≈ 49, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Fully generic text: any deck that cares about Monster Zone position can use it (Vaylantz, Superheavy Samurai, Koa'ki Meiru, Ninja, Gizmek homes observed)
- Repeatable once per turn every Main Phase while it remains face-up, so a single copy can enable multiple movement triggers over a duel
- Very low slot cost — average 1.08 copies, 231 of 248 decks run exactly one
- Core inclusion in Vaylantz: 75% archetype inclusion and 95%+ co-deck rate with Vaylantz Wars and the Vaylantz World spells
Weaknesses
- Provides no interaction, negation or removal of any kind against the opponent
- Dead without a monster on your field and an adjacent empty Monster Zone
- Face-up Continuous Spell that is easily removed before its next use
- Only directly supported inside one archetype family (Vaylantz accounts for ~70% of observed decks), so portability is theoretical rather than demonstrated
- No combo records exist, so its exact board contribution is unverified
Counters / choke points
- Spell/Trap removal (Mystical Space Typhoon, Cosmic Cyclone, Twin Twisters, Harpie's Feather Duster)
- Anti-Spell Fragrance / Imperial Order-style Spell lockouts
- Filling your own Monster Zones so no adjacent empty Zone exists
- Generic Spell negation such as Solemn Judgment on activation
Best use
One-of zone-movement enabler that re-fires 'moved to another Monster Zone' triggers during your Main Phase. Decks: Vaylantz, Superheavy Samurai, Koa'ki Meiru, Ninja. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: 'Once per turn, during your Main Phase, you can move 1 monster on your side of the field to an adjacent (horizontal) unoccupied Monster Card Zone.'; Card is a Continuous Spell Card, archetype-less, legal in TCG, OCG and Master Duel; It is run in 248 recorded decks, all in the Main Deck, 0 in the Side Deck; Copies per deck: 231 decks run 1, 13 run 2, 4 run 3 (average 1.08)
- Observed: Vaylantz archetype entries account for 108 + 53 + 12 decks (~70% of observed decks); Top partners co-deck at 95%+: Vaylantz Wars, Vaylantz World - Konig Wissen, Vaylantz World - Shinra Bansho, Shinonome the Vaylantz Priestess; usage_statistics: 75% inclusion in Vaylantz with typical 1 copy; The single Vaylantz guide lists it in the CORE section with 13 co-cards; Other observed homes: Superheavy Samurai (21 decks), Koa'ki Meiru (14), Ninja (8), Gizmek (5), S-Force (4)
- Inferred: The move can re-trigger Vaylantz monsters' 'moved to another Monster Zone' effects for an extra trigger each Main Phase; Because the text is unrestricted, any deck with zone/column-position payoffs can use it as a generic enabler; Being a face-up Continuous Spell, it is dead against empty or fully-occupied Monster Zones
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no side-deck or matchup data to judge how often it is boarded out only one guide, and it is a general Vaylantz primer rather than a Senet Switch breakdown






