Trap
NormalSubterror Succession
Archetype:
Subterror
View:
3765
Activate 1 of these effects, also, after that, Set this card face-down instead of sending it to the GY. ● Send 1 monster from your hand or face-up field to the GY, and if you do, add 1 Flip monster from your Deck to your hand with the same Attribute, but a different name, as that monster before it was sent to the GY. ● Send 1 Flip monster from your hand or face-up field to the GY, and if you do, add 1 monster from your Deck to your hand with the same Attribute but a lower original Level, as that monster before it was sent to the GY. You can only activate 1 "Subterror Succession" per turn.
Subterror Succession — Power Evaluation
Final Score: 53 ± 8 · Confidence: Medium
- Intrinsic: 50 · Deck: 55 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Recovery/Recursion
Why it scores here
Subterror Succession converts a hand or field monster into a Flip monster from the Deck, or a same-Attribute monster with a lower original Level, and it can re-set itself instead of going to the GY, so the trap is reusable. Its strength is access to the Subterror and Shaddoll cores, which 104 recent decks run at an average of 1.98 copies. The score is held down because it is a 1-for-1 search with no negation or removal, no material value, and no recorded combo boards to confirm the conversion. High deck inclusion earned accessibility and deckbuilding points only, not power.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Main-deck in 104 of 104 sampled decks across 23 archetypes, but a trap must be set and activated on a later turn, so it is not live in the opening hand (observed, inferred). |
| Combo & Conversion | 40 | No combo boards are supplied, so the conversion is text-only: it fetches one monster per activation, not a full board (inferred). |
| Resource Economy | 50 | Sends one card from hand or field to fetch one card, which nets zero, with the re-set clause adding some recycling value (verified, inferred). |
| Effect & Interaction | 15 | The card has no negation, removal, or hand-trap effect, so it provides no direct opponent interaction (verified). |
| Material Utility | 5 | It is a Trap card and cannot be used as material, so the body contributes nothing here (verified). |
| Resilience & Flexibility | 45 | The re-set clause lets it return to the back row after use, and the 23 archetypes give some multi-home redundancy (verified, inferred). |
| Deck-Building Efficiency | 78 | Cheap to run, 1 to 3 copies in practice with no garnet or lock restriction, and it is splashable across Subterror and Shaddoll (observed). |
Calculation
Weight profile: 0.7 Searcher + 0.3 Recovery/Recursion. Intrinsic ≈ 50, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Main-deck in all 104 sampled decks across 23 archetypes
- Re-set clause lets the trap be reused rather than sent to the GY
- Legal in all four listed formats with no banlist restriction in the evidence
Weaknesses
- Needs to be set and survive a turn before activation, so it is slow
- Its search is 1-for-1 with a sent card, so it provides no card advantage
- No negation or removal, and it cannot be used as material
- Once per turn, which caps its output
Counters / choke points
- Opponent has no direct counter in the evidence; interaction against a set trap is not recorded
Best use
Searcher/Tutor with recursion, used to fetch a Flip monster or a lower-Level same-Attribute monster. Decks: Shaddoll, Subterror.
Evidence & gaps
- Verified: Card text: send 1 hand or field monster to fetch a same-Attribute Flip monster with a different name; or send 1 Flip monster to fetch a lower-Level same-Attribute monster; re-set instead of GY; once per turn; Main-deck in 104 of 104 sampled decks; 1.98 average copies (max 3); Legal in TCG, OCG, MasterDuel, DuelLinks
- Observed: Top partners co-occur in about 36 to 43 percent of decks; Shaddoll (31.7%) and Subterror (27.9%) are the main homes; StatisticsCard inclusion of 60% in Subterror and Nimble, with typical copies of 3
- Inferred: Trap must be set before activation, so it is slow and not live in the opening hand; Recovery value comes from the re-set clause, not from any stated GY refuel; Fetch-only role, no board conversion, since no combos are recorded
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no rulings or ruling notes supplied for the set-then-activate timing no avg_starter_count available, so DeckResilience is inferred from archetype spread






