Subterror Fiendess
EARTH 1

Subterror Fiendess

  • Archetype:
  • Subterror

  • ATK:
  • 800

  • DEF:
  • 500

  • View:
  • 4083




When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or GY, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.




 
 
AI Power Analysis
Hand trapConfidence: MediumEvaluated Oct 8, 2026
59± 6/ 100
Power Score
Intrinsic 58
Deck 59

Subterror Fiendess — Power Evaluation

Final Score: 59 ± 6 · Confidence: Medium

  • Intrinsic: 58 · Deck: 59 · Meta: provisional
  • Primary role: Hand trap · Secondary: Extender

Why it scores here

Subterror Fiendess converts into real value in two ways: a Quick negate of any card or effect activation, paid by sending itself from hand or field and needing a Subterror target, and a second effect that repositions a face-up monster and revives a Subterror from hand or GY. Its presence in 400 of 400 sampled decks confirms it is reliably accessible, but that frequency is not counted as power. The score is held back by the lack of combo evidence, the archetype lock, and the drawback that the negate flips your own targeted Subterror to face-down Defense Position. High ATK and DEF earn nothing here.

Axis scores

Axis Score Evidence
Accessibility 78 Sampled in 400/400 decks at an average of 2.87 copies, and it is live in hand as a hand trap (decks_evidence; text). (observed)
Combo & Conversion 45 No combo boards were recorded, so the conversion of one body from the revive effect is text-only inference. (inferred)
Resource Economy 50 The negate costs the card itself but removes an opposing activation, which is roughly even; the revive reuses a hand or GY body without card draw (text). (inferred)
Effect & Interaction 70 Negates any card or effect activation at Quick speed from hand or field, though it does not cover summons and requires a Subterror target and flips that monster (text). (verified)
Material Utility 40 Level 1 EARTH body; material use is not measured in any combo or deck record. (inferred)
Resilience & Flexibility 60 Works from both hand and field and each effect is once per turn, but the negate depends on a Subterror monster staying on the field (text). (verified)
Deck-Building Efficiency 55 Three copies in most decks with no garnet or lock, but it is Subterror-only so it cannot be splashed (decks_evidence; text). (observed)

Calculation

Weight profile: 0.7 Hand trap + 0.3 Extender. Intrinsic ≈ 58, Deck ≈ 59, Meta = provisional. Modifiers: Archetype lock (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Quick negate of any card or effect activation from hand or field
  • Second effect revives a Subterror from hand or GY while repositioning a face-up monster
  • Present in 400/400 sampled decks at 2.87 average copies
  • Level 1 body that is cheap to run

Weaknesses

  • Negate needs a Subterror monster you control as a target
  • Negate flips your own targeted Subterror to face-down Defense Position
  • Each effect is once per turn
  • No combo evidence, so the conversion value is not measured
  • Locked to Subterror boards

Counters / choke points

  • Removing or destroying the Subterror monsters it needs as a target (inferred)
  • Opponent plays that do not use card or effect activations, such as summons, which the negate does not cover (inferred)

Best use

Hand trap negate with extender backup. Decks: Subterror. Suggested copies: 3.

Evidence & gaps

  • Verified: Level 1 EARTH Spellcaster, 800 ATK / 500 DEF, Subterror archetype; Quick negate of an activation by sending itself from hand or field and targeting a Subterror you control; Second effect targets a face-up monster to face-down DEF and revives a Subterror from hand or GY; Each effect is once per turn; Present in 400/400 decks, 352 of them at 3 copies
  • Observed: Subterror-named archetype IDs make up 83.4% of sampled decks; Partners Subterror Guru, The Hidden City and Subterror Final Battle appear in 97% or more of decks
  • Inferred: Functions mainly as a hand trap in practice; Level 1 may make it usable as material, but no record shows it; Its value depends on keeping a Subterror on the field
  • Data gaps: No combo boards recorded, so combo conversion is text-only No usage statistics (StatisticsCard) available No banlist token, so 3 copies is assumed as the limit The second effect's timing is not stated in the supplied text No rulings supplied











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