DARK
4Skull Conductor
ATK:
2000
DEF:
0
View:
2630
If this card is face-up on the field at the end of the Battle Phase: Destroy this face-up card. You can send this card from your hand to the Graveyard; Special Summon up to 2 Zombie-Type monsters from your hand whose combined ATK is exactly 2000.
Skull Conductor — Power Evaluation
Final Score: 49 ± 8 · Confidence: Medium
- Intrinsic: 49 · Deck: — · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Extender, Material body
Why it scores here
Skull Conductor is a Zombie hand-to-field enabler: sending it from hand to the Graveyard Special Summons up to two Zombie-Type monsters from hand whose combined ATK is exactly 2000, so in the right Zombie deck it converts one card plus specific hand contents into two bodies and loads a Zombie into the Graveyard for later Zombie recursion plays. It provides no disruption, has no evidenced search route, and the exact ATK-sum requirement makes it brittle and hand-quality dependent rather than a reliable one-card starter. Its Level 4 DARK Zombie body is clean Synchro/Xyz/Link material, but the mandatory self-destruct at the end of the Battle Phase means any copy that reaches the field is temporary, which caps its value as a body. Its 2000 ATK and 0 DEF earn it nothing here — the score reflects conversion and material use weighed against hand-composition dependence and the total absence of recorded deck, combo, or guide data.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Text shows it is live from the opening hand as generic Zombie support with no archetype lock, but it needs hand companions whose ATK sums exactly 2000 and no searcher route is evidenced (verified/inferred). |
| Combo & Conversion | 50 | Discarding it summons up to 2 Zombie-Type monsters from hand, so from a realistic Zombie hand it turns one card into two bodies, though the exact-2000 ATK condition gates the payoff (verified). |
| Resource Economy | 45 | The effect is card-negative on board (one card leaves hand, zero cards come from deck) and only partly repaid by putting Skull Conductor itself in the Graveyard as Zombie fodder (inferred). |
| Effect & Interaction | 5 | The card text contains no negation, removal, or any opponent-facing disruption (verified). |
| Material Utility | 55 | It is a Level 4 DARK Zombie body that is usable as Synchro/Xyz/Link material even when its effect is irrelevant, but its own text destroys it at the end of the Battle Phase if it stays face-up (verified). |
| Resilience & Flexibility | 45 | Activating from hand dodges most on-field negation, but the exact combined-ATK-2000 requirement makes it dead in many hands and the field copy self-destructs, so it is not robust across spots or turns (inferred). |
| Deck-Building Efficiency | 45 | One to two slots in a Zombie list is cheap, but the card requires correct ATK sums among hand Zombies and extra copies are largely redundant, giving it mild brick potential (inferred). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Extender. Intrinsic ≈ 49, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Intrinsic (no decks AND no combos supplied; Deck = null, provisional)
Strengths
- Turns a single hand card into up to two Zombie bodies on field, enabling immediate Link/Synchro/Xyz material without a Normal Summon
- Puts a Zombie-Type monster (itself) into the Graveyard, feeding Zombie Graveyard recursion themes
- Generic Zombie-Type support with no archetype restriction, so it slots into any Zombie shell
- Level 4 DARK, 2000 ATK is a usable material body and a decent Normal Summon when needed
- Effect activates from hand, which bypasses most on-field negation and removal
Weaknesses
- Requires hand Zombies whose combined ATK is exactly 2000 — a narrow hand-quality condition with no in-evidence searcher
- Card-negative on card count: it trades itself plus hand resources for bodies already in hand
- No interaction of any kind — it cannot disrupt or remove anything
- Mandatory self-destruction at the end of the Battle Phase makes any on-field copy temporary and unusable as a lasting body
- Zero recorded deck, combo, or guide evidence, so its real-world role is unconfirmed
- Extra copies are largely redundant and can clog the hand
Counters / choke points
- Hand disruption / forced-discard effects that strip the required hand Zombies before the effect is used
- Any effect that removes the summoned Zombies before they are used as material (board wipes, negation of the summon follow-up)
- Graveyard hate that blanks the Zombie Graveyard value it creates
- Normal Summon/field-removal timing: waiting until the End of Battle Phase to clear it, or ignoring it since it self-destructs
Best use
Hand-to-field Zombie extender that converts hand bodies into Link/Synchro material and loads a Zombie into the Graveyard. Decks: Zombie. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: 'You can send this card from your hand to the Graveyard; Special Summon up to 2 Zombie-Type monsters from your hand whose combined ATK is exactly 2000.'; Card text: 'If this card is face-up on the field at the end of the Battle Phase: Destroy this face-up card.'; Printed identity: Level 4 DARK Zombie, 2000 ATK / 0 DEF, Effect Monster, no archetype.
- Observed: deck data/decks running it in the Main Deck = 0 and copies per deck avg = 0 across the supplied sample; combo data appearances = 0 (0% of recorded boards), with starter role/material role/payoff role all 0; guide data total guides = 0 and usage statistics.available = false
- Inferred: Because the usable effect activates from the hand, it converts hand Zombies into bodies while largely dodging on-field negation and removal; The exact combined-ATK-2000 condition ties its reliability to hand composition rather than to any searchable engine; Because it self-destructs at the end of the Battle Phase, summoning it as a 2000 ATK body is a short-term material play rather than durable board presence; Sending itself to the Graveyard leaves a Zombie-Type monster in the GY, which supports Zombie Graveyard-recursion themes
- Data gaps: no decks supplied — deck/synergy signals unavailable no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






