Spell Chronicle
Spell Continuous

Spell Chronicle

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Activate this card by sending your entire hand to the GY; banish 5 Spells/Traps from your Deck. Each time your opponent activates a Spell Card, place 1 Chronicle Counter on this card when that Spell Card resolves. You can remove 2 Chronicle Counters from this card; your opponent chooses 1 card banished by this card's effect for you to add to your hand. If this face-up card in the Spell & Trap Zone leaves the field: You take 500 damage for each card currently banished by this card's effect.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Feb 14, 2026
24± 6/ 100
Power Score
Intrinsic 26
Deck 28

Spell Chronicle — Power Evaluation

Final Score: 24 ± 6 · Confidence: Medium

  • Intrinsic: 26 · Deck: 28 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Spell Chronicle only converts after a long, opponent-controlled delay: it demands the entire hand as a cost, banishes 5 Spells/Traps from the Deck, accrues counters only when the opponent activates a Spell Card, and then lets the opponent choose which banished card you get back. Its stats, rarity and view count earn nothing here — the only positive signal is that 19 sampled decks (mostly Witchcrafter, 2.05 copies on average) still run it, which confirms it is playable in a Spell-recursion shell but not that it is strong. With 0 recorded combo appearances and 0 guides, that deck count cannot raise the score, and the 500-damage-per-banished-card clause when it leaves the field makes removal actively painful. This is a net card-disadvantage engine whose payoff is slow, non-disruptive and partly chosen by the opponent.

Axis scores

Axis Score Evidence
Accessibility 35 A generic Continuous Spell with no in-archetype searcher and 0 recorded searched-for role/starter role appearances; it can be activated from any hand state, but it is only worth drawing early (verified text, observed combo stats).
Combo & Conversion 10 It produces no body and no board of its own, and combo data records 0 appearances out of the sampled boards (observed).
Resource Economy 8 Activation is 'send your entire hand to the GY; banish 5 Spells/Traps from your Deck' for a single opponent-selected card back after two opponent-Spell triggers — a steep and delayed net loss (verified text).
Effect & Interaction 5 The card does not negate, remove or restrict anything the opponent does; it only gains counters passively when they activate Spells (verified text).
Material Utility 3 It is a Spell with no ATK/DEF, level or body, so it cannot be used as material or as a name for Extra Deck summons (verified text).
Resilience & Flexibility 12 It does nothing from the GY or banish pile itself, and when it leaves the field the controller takes 500 damage per card currently banished by it (up to 2500), so removal is a real punishment (verified text).
Deck-Building Efficiency 18 It occupies 2-3 slots at 2.05 average copies in the sample and carries no locks, but the whole-hand discard and the burn clause make each copy an expensive, fragile slot (observed deck stats, verified text).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Utility (default). Intrinsic ≈ 26, Deck ≈ 28, Meta = provisional. Modifiers: Self-burn liability on removal (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Fully generic, no archetype lock or summon restriction — it can be registered in any Spell-heavy deck
  • Banishes 5 Spells/Traps from the Deck, which can set up strategies that care about a large banished Spell/Trap pile
  • Can eventually return one banished card to hand, giving a form of delayed recovery from the banished zone
  • Observed in 19 sampled decks at 2.05 average copies, with 8 lists running the full 3 — real, non-trivial adoption in Witchcrafter shells

Weaknesses

  • Activation sends your entire hand to the GY for no immediate board presence or card advantage
  • Chronicle Counters are placed only when the OPPONENT activates a Spell Card, so the engine can stall completely against Spell-light decks
  • The opponent chooses which banished card you add to hand, so the payoff is often the worst of the five
  • Leaving the field deals 500 damage per currently banished card (up to 2500) — normal removal becomes a burn on the controller
  • No negation, no removal, no disruption: it does not interact with the opponent's board at all
  • 0 recorded combo appearances and 0 guides — there is no evidence it converts into a meaningful end board

Counters / choke points

  • Any Spell/Trap removal (Mystical Space Typhoon, Cosmic Cyclone, Knightmare Unicorn) both blanks the engine and triggers its damage clause on its owner
  • Decks that activate few or no Spell Cards never let it accumulate Chronicle Counters
  • Ash Blossom & Joyous Spring or similar negation aimed at the activation leaves the hand already committed
  • Fast, Spell-light combo decks that close the game before two opponent Spells ever resolve

Best use

Slow Spell-based recursion/setup piece in Spell-dense decks; not a starter or win condition. Decks: Witchcrafter, Spell-heavy GY/banish-recursion strategies, Magician's Right Hand control shells. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: activation cost is 'send your entire hand to the GY; banish 5 Spells/Traps from your Deck'; Card text: a Chronicle Counter is placed only when the OPPONENT activates a Spell Card and it resolves; Card text: removing 2 Chronicle Counters lets the opponent choose which card banished by this effect you add to hand; Card text: leaving the field deals 500 damage per card currently banished by this effect; Card identity: Continuous Spell, no archetype, no ATK/DEF, legal in TCG/OCG/MasterDuel/DuelLinks with no banlist token supplied
  • Observed: 19 sampled decks run it, all in the main deck, at 2.05 copies on average (8 lists at 3, 4 at 2, 7 at 1); Witchcrafter accounts for 14 of the 19 decks; Numeron 2; Sacred Beast, Yubel and Metalfoes 1 each; Top partners co-occur at 78.9% (Witchcrafter Schmietta, Madame Verre, Creation, Holiday, Unveiling, Patronus) and Magician's Right Hand at 57.9%; combo data records 0 appearances, 0 starter role, 0 material role, 0 payoff role, and no examples; 0 guides supplied; 0 usage statistics rows available; not a Top Card in any format
  • Inferred: Sending the entire hand to the GY can feed Witchcrafter Spell GY effects, which is the most plausible reason a Spell-recursion deck registers it; Banishing 5 Spells/Traps from the Deck requires the opponent to activate two Spells before any card returns, so against Spell-light decks the engine effectively never pays off; Because the opponent selects the returned card, the expected value of the payoff is below a random pick from the five banished cards
  • 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 no win-rate or end-board data, so the practical value of the banish-5 setup cannot be measured











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