Spell
ContinuousTerminal World
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3004
Activate only during Main Phase 1. While this card is on the field, both players skip their Main Phase 2.
Terminal World — Power Evaluation
Final Score: 52 ± 8 · Confidence: Medium
- Intrinsic: 53.1 · Deck: 54.6 · Meta: provisional
- Primary role: Floodgate/Control · Secondary: Combo enabler
Why it scores here
Terminal World is a cheap, generic Continuous Spell whose value is a persistent floodgate: it denies both players' Main Phase 2 for as long as it stays on field, and paired with Amorphactor Pain (co-decked in 58.6% of its 70 sample decks) it strips the opponent of both Main Phases entirely. It earns its points from interaction quality and low deckbuilding cost, not from stats or popularity — it has no ATK/DEF and its 70 deck appearances only confirm that the lock package is real, not that the card is intrinsically strong. Because it does nothing on its own, cannot be material, and is symmetric (the controller also loses their MP2), it remains a mid-range support piece rather than a standalone threat.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 48 | Generic, unlimited Continuous Spell with no archetype and no evidenced searcher, so it must be drawn; 70 sample decks run it at 1.87 copies on average (verified). |
| Combo & Conversion | 30 | The text builds nothing by itself and 0 combos were supplied, though it completes the Amorphactor Pain main-phase lock in 58.6% of co-decks (observed). |
| Resource Economy | 40 | No cost, no once-per-turn clause and no card advantage — a one-time -1 that persists on field, roughly even (inferred). |
| Effect & Interaction | 60 | Skipping both players' Main Phase 2 is a persistent, hard-to-play-around floodgate that removes all of the opponent's main phases when combined with Amorphactor Pain (inferred from text plus the 58.6% co-deck rate). |
| Material Utility | 5 | Continuous Spell with no body; it cannot be used as material and provides no Level, Attribute or name value (verified). |
| Resilience & Flexibility | 50 | It stays on field across turns once resolved but has no protection, so a single Spell/Trap removal ends the lock; it is also symmetric, costing the controller their own Main Phase 2 (inferred). |
| Deck-Building Efficiency | 65 | One to three slots, no garnet, no lock and it fits 26 distinct archetypes, though its practical homes are lock/Ritual decks (observed). |
Calculation
Weight profile: 0.7 Floodgate/Control + 0.3 Combo enabler. Intrinsic ≈ 53.1, Deck ≈ 54.6, Meta = provisional. Modifiers: Self-limiting symmetric effect (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Persistent, no-cost floodgate that denies both players' Main Phase 2 for as long as it remains on field.
- Completes a full main-phase lock with Amorphactor Pain, which it is co-decked with in 58.6% of its 70 sample decks.
- Archetype-less Continuous Spell with negligible slot cost and no once-per-turn clause; legal at 3 in TCG, OCG and Master Duel.
- Played across 26 distinct archetypes, including Megalith, Impcantation, Drytron and Bamboo Sword builds.
Weaknesses
- Symmetric effect: the controller also loses their own Main Phase 2, limiting which decks can use it.
- Does nothing on its own — it needs a deck already able to lock or pressure without MP2.
- No protection or recursion; any Spell/Trap removal removes the lock.
- Cannot be used as material and provides no body, Level, Attribute or name value.
- No evidenced searcher, so it relies on being drawn or on generic draw power.
Counters / choke points
- Spell/Trap removal such as Cosmic Cyclone, Twin Twister or Mystical Space Typhoon
- Any effect that removes Continuous Spells from the field before the opponent's MP2
- Decks that do not need Main Phase 2 and can operate entirely in Main Phase 1
- Counter Trap negations that stop the activation during Main Phase 1
Best use
Floodgate lock piece activated in Main Phase 1 to deny the opponent's Main Phase 2. Decks: Megalith, Impcantation, Drytron, Ritual lock / Amorphactor Pain builds. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: activates only during Main Phase 1; while on field both players skip Main Phase 2.; Type is Continuous Spell, no archetype, no ATK/DEF, legal in TCG, OCG and Master Duel.; 70 sample decks run it, all in the Main Deck, at 1.87 copies on average (max 3).; Top partners include Amorphactor Pain (58.6%), Manju (47.1%), Cyber Angel Benten (45.7%) and Anti-Spell Fragrance (35.7%).
- Observed: Spread across 26 distinct archetypes, led by Megalith and Impcantation (12 decks each, 17.1%) and Drytron (13 decks combined).; Copy distribution is split between 1-of (35 decks) and 3-of (26 decks) counts.; No combo appearances and no guide mentions were recorded for this card.
- Inferred: Combined with Amorphactor Pain's Main Phase 1 skip, this card can remove all of the opponent's main phases for a turn.; No evidenced search route means the card must be drawn or fetched by generic draw effects.; The symmetric MP2 skip restricts its use to decks that resolve their plays in Main Phase 1 or the Battle Phase.
- 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






