Subterror Succession
Trap Normal

Subterror 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.




 
 
AI Power Analysis
Searcher/TutorConfidence: Medium
53± 8/ 100
Power Score
Intrinsic 50
Deck 55

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











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