Tragoedia
DARK 10

Tragoedia

  • ATK:
  • -1

  • DEF:
  • -1

  • View:
  • 5513




When you take battle damage: You can Special Summon this card from your hand. Gains 600 ATK/DEF for each card in your hand. Once per turn: You can send 1 monster from your hand to the GY, then target 1 face-up monster your opponent controls with the same Level the sent monster had in the hand; take control of that face-up monster. Once per turn: You can target 1 monster in your GY; this card's Level becomes the same as that target's, until the end of this turn.




 
 
AI Power Analysis
Hand trapConfidence: Medium
61± 8/ 100
Power Score
Intrinsic 62
Deck 60

Tragoedia — Power Evaluation

Final Score: 61 ± 8 · Confidence: Medium

  • Intrinsic: 62 · Deck: 60 · Meta: provisional
  • Primary role: Hand trap · Secondary: Board breaker

Why it scores here

Tragoedia converts battle damage into a free Special Summon from hand, then turns that body into a control swap. The steal costs one monster from hand and requires a Level match, so it is conditional rather than automatic. The 400-deck sample shows it is run across 65 archetypes at about one copy each, but the sample appears conditioned on containing the card and there is no combo data, so that breadth confirms portability rather than power.

Axis scores

Axis Score Evidence
Accessibility 45 The hand-summon needs battle damage and the steal needs a Level-matched monster in hand, so it is live only in some spots (verified text; deck count is a conditioned sample, observed).
Combo & Conversion 50 The steal turns one hand monster into one opposing monster, a fair swap that needs a second card (verified text; no combo examples supplied, inferred).
Resource Economy 50 Sending a hand monster to the GY and taking a field monster is roughly even, and the summon is free (inferred from text).
Effect & Interaction 70 Taking control of a face-up monster is strong, once-per-turn disruption that is hard to undo once it resolves (verified text).
Material Utility 50 A Level 10 DARK Fiend is a heavy body that fits Level-10 Synchro and Fusion plans but is awkward otherwise; it keeps its Level even when its effects are negated (inferred from text).
Resilience & Flexibility 50 Both effects are single-target and rely on a Level match, so a single interruption can end them, though there are two separate once-per-turn uses (verified text; no interaction evidence, inferred).
Deck-Building Efficiency 75 Typically one copy in a 3-copy-legal format with no garnet or banlist token supplied, so the slot cost is low (observed deck stats, assumed legality).

Calculation

Weight profile: 0.7 Hand trap + 0.3 Board breaker. Intrinsic ≈ 62, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Free hand-summon once battle damage is taken, so it is easy to enable on the opponent's turn
  • Once-per-turn control swap of a face-up monster is strong disruption
  • Carried by 400 sampled decks at about one copy each across 65 archetypes, so it is portable
  • Low slot cost with no garnet or banlist token supplied

Weaknesses

  • Hand-summon depends on taking battle damage, which the opponent may choose to avoid
  • Steal needs a Level-matched monster in hand to discard, which limits when it works
  • No combo evidence, so conversion cannot be confirmed from real boards
  • Level 10 body is awkward as material outside Level-10 plans

Counters / choke points

  • Inferred only from text: negating the trigger or the steal effect would stop the line; no counter-card evidence was supplied

Best use

Hand trap / steal swap on the opponent's turn. Decks: Lightsworn, Monarch, Synchron. Suggested copies: 1.

Evidence & gaps

  • Verified: Text: hand Special Summon on taking battle damage; Text: once-per-turn steal by sending a hand monster with the same Level; Text: once-per-turn Level copy from a GY monster; Formats TCG, OCG, MasterDuel, DuelLinks
  • Observed: 400 sampled decks, 1.07 average copies, 65 distinct archetypes; Top partners appear in 44-80% of sampled decks
  • Inferred: Steal is roughly a card-neutral swap; Level 10 reduces material flexibility; Deck sample is likely conditioned on containing the card, so the count is not a population inclusion rate
  • Data gaps: No combos supplied, so combo conversion is text-only inference No guides supplied No banlist token, assumed 3 copies (unlimited) No StatisticsCard inclusion data Deck sample appears conditioned on the card (matched_reference CardId), so the 400-deck count is not a population rate No interaction or counter-card evidence supplied











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