Spell
ContinuousSoul Pendulum
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You can target 2 cards in your Pendulum Zones; change each target's Pendulum Scale by 1 (min. 1). You can only use this effect of "Soul Pendulum" once per turn. Each time your Pendulum Monster(s) is Pendulum Summoned, place 1 counter on this card. Pendulum Monsters on the field gain 300 ATK for each counter on this card. You can remove 3 counters from this card; during your Main Phase this turn, you can conduct 1 Pendulum Summon of a monster(s) in addition to your Pendulum Summon. (You can only gain this effect once per turn.)
Soul Pendulum — Power Evaluation
Final Score: 44 ± 7 · Confidence: Medium
- Intrinsic: 43.3 · Deck: 44 · Meta: provisional
- Primary role: Utility · Secondary: Combo enabler
Why it scores here
Soul Pendulum is a free-rolling 1-slot Pendulum support Spell: it tweaks Pendulum Scales by 1, slowly stacks counters for a small ATK boost, and eventually grants a second Pendulum Summon each turn. It converts its accessible state (a deck already running Pendulum Monsters) into a slow value engine, which is why it shows up in 117 sampled Pendulum decks but almost always as a singleton. It earns nothing for stats or rarity — its score is driven by low cost of inclusion and moderate, delayed payoff, while its complete lack of disruption and the multi-turn counter requirement cap it in the mid-40s. The absence of any recorded combo appearances means its combo upside is text-only inference, not measured value.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | It is drawn as a generic Pendulum-support Continuous Spell in 117 sampled decks and Duelist Alliance is a top co-partner (53.8%), suggesting a plausible search route, but no starter/searched combo data confirms it (inferred). |
| Combo & Conversion | 35 | Text lets it grant an extra Pendulum Summon once 3 counters are removed, but with 0 recorded combo appearances the deterministic build is a slow, multi-turn payoff (inferred). |
| Resource Economy | 40 | It provides no card advantage, search, or refuel — only a scaling ATK boost and a delayed extra summon, roughly even value at best (verified). |
| Effect & Interaction | 15 | The card offers no disruption, negation, or removal; it only manipulates Scales and grants an extra friendly Pendulum Summon (verified). |
| Material Utility | 8 | As a Continuous Spell it contributes no body, Level, Attribute, or material value to any summon (verified). |
| Resilience & Flexibility | 42 | Being a Continuous Spell it lingers for multi-turn counter accumulation, but is exposed to ordinary Spell/Trap removal and provides no recovery (inferred). |
| Deck-Building Efficiency | 55 | It is a near-free 1-of with no locks or garnet demands, run at 1.27 average copies and as a single copy in 92 of 117 decks (observed). |
Calculation
Weight profile: 0.7 Utility + 0.3 Combo enabler. Intrinsic ≈ 43.3, Deck ≈ 44, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Free 1-slot support in Pendulum decks with no locks, garnet, or archetype restriction.
- Lingering Continuous Spell that accumulates counters for an ATK boost and, eventually, an extra Pendulum Summon.
- The Scale-adjustment effect (change 2 Pendulum Scales by 1) adds flexibility when Scales are off by one.
- Legal and used across many Pendulum archetypes (26 distinct archetypes in the sample).
Weaknesses
- Slow: reaching 3 counters for the extra Pendulum Summon typically takes multiple turns of Pendulum Summoning.
- Provides no disruption, removal, negation, or card advantage.
- Dead weight in non-Pendulum decks and often a singleton that can be an awkward draw.
- A Continuous Spell that is vulnerable to common Spell/Trap removal.
Counters / choke points
- Cosmic Cyclone / Mystical Space Typhoon / Twin Twisters (removes it before counters accumulate).
- Fast combo or aggressive decks that close the game before 3 counters are ever reached.
- Any deck that cannot Pendulum Summon, where the card is entirely dead.
Best use
Pendulum support / extra Pendulum Summon utility. Decks: Odd-Eyes, Performapal, Supreme King, Pendulum. Suggested copies: 1.
Evidence & gaps
- Verified: Continuous Spell legal in TCG, OCG, Master Duel and Duel Links, with no archetype membership.; Once per turn: target 2 cards in your Pendulum Zones; change each target's Pendulum Scale by 1 (min. 1).; Each time your Pendulum Monster(s) is Pendulum Summoned, place 1 counter on this card.; Pendulum Monsters on the field gain 300 ATK for each counter on this card.; Remove 3 counters to conduct 1 additional Pendulum Summon during the Main Phase this turn (once per turn).
- Observed: Used in 117 sampled decks, all main deck (117 main / 0 side), average 1.27 copies, most often a single copy (92 decks).; Top archetypes: Odd-Eyes 30.8%, Performapal 11.1%, Supreme King 9.4%, across 26 distinct archetypes.; Top partners: Odd-Eyes Pendulum Dragon 61.5%, Performapal Skullcrobat Joker 54.7%, Duelist Alliance 53.8%, Sky Iris 49.6%.; 0 recorded appearances in combos_evidence, so it appears in no sampled starter/material/payoff slot.
- Inferred: Reaching 3 counters generally requires about 3 turns of Pendulum Summoning, making the extra-summon effect a slow, delayed payoff.; Because it grants no disruption or removal, its value is limited to scale manipulation and an eventual extra Pendulum Summon.; The high co-occurrence with Duelist Alliance hints at a possible search route in Pendulum decks, but this is not confirmed by the card text.
- Data gaps: 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






