DARK
1True Exodia
Archetype:
Exodia
ATK:
0
DEF:
0
View:
8001
If the only monsters on the field are this card you control and 4 "Forbidden One" Normal Monsters with different names, your opponent wins the Duel.
True Exodia — Power Evaluation
Final Score: 24 ± 7 · Confidence: Medium
- Intrinsic: 25.8 · Deck: 28 · Meta: provisional
- Primary role: Boss/End-board · Secondary: Material body, Combo enabler
Why it scores here
True Exodia is an alternate win-condition payoff whose printed text actually hands the Duel to the opponent whenever its own controller is the one holding the four 'Forbidden One' Normal Monsters, so it only ever helps if control of it can be transferred. Across 14 recorded decks it appears almost exclusively next to the Forbidden One package (Exodia the Forbidden One in 85.7% of those decks, the limbs in 71-79%), yet no recorded combo or guide shows it ever resolving, and the line needs five exact monsters plus a control-transfer enabler on top. Its 0 ATK / 0 DEF and Level 1 stats earned no points here: the only thing that reliably converts is its body as a generic Level 1 DARK Spellcaster material. The score is dominated by unusable interaction, no confirmed one-card conversion, a fragile field condition, and heavy deck-building commitment.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 30 | Level 1 DARK Spellcaster that generic small-body searchers can reach - Sangan co-occurs in 35.7% of its 14 decks - but it has no self-deploy route and decks run only ~2 copies on average (observed). |
| Combo & Conversion | 12 | Zero recorded combo appearances; text-only reading gives a six-piece requirement (this card plus 4 differently named 'Forbidden One' Normal Monsters plus a way to hand it to the opponent) with nothing built from a realistic single start (inferred). |
| Resource Economy | 12 | Generates no card advantage or refuel, and the only payoff requires spending five monsters on the field in one exact configuration (inferred). |
| Effect & Interaction | 5 | The sole printed effect is a lose condition for its own controller ('your opponent wins the Duel') and provides no removal, negation, or disruption of any kind (verified). |
| Material Utility | 45 | A Level 1 DARK Spellcaster is still a clean generic body for Rank 1 / Link material even when its effect is blanked or irrelevant (inferred). |
| Resilience & Flexibility | 15 | Any additional monster on the field or a single piece of removal breaks the 'only monsters on the field' clause, and the card has no recursion or multi-zone function in its text (verified). |
| Deck-Building Efficiency | 30 | Cheap in raw slots (~2 copies in the sample) but it demands the full Forbidden One package plus a control-transfer engine, making it a dead card outside that dedicated gimmick build (observed). |
Calculation
Weight profile: 0.7 Boss/End-board + 0.3 Material body. Intrinsic ≈ 25.8, Deck ≈ 28, Meta = provisional. Modifiers: Severe setup / garnet dependency (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Level 1 DARK Spellcaster is generic Rank 1 / Link material even when the effect is irrelevant or negated.
- Unique alternate win condition if the opponent can be made to control it alongside 4 differently named 'Forbidden One' Normal Monsters.
- Small 0-ATK body is reachable by generic small-monster searchers (Sangan observed in 35.7% of its decks).
Weaknesses
- Printed effect makes the opponent of its controller win, so it is a self-inflicted lose condition unless control is transferred.
- Requires 5 specific monsters in one exact field configuration plus a control-swap enabler; no combo evidence proves it resolves.
- 0 ATK / 0 DEF and Level 1 give it no combat or board presence.
- Any extra monster on the field invalidates the condition entirely.
Counters / choke points
- Any single monster removal on the field (destroying one Forbidden One piece) breaks the condition.
- Simply keeping a second monster on the board so the 'only monsters on the field' clause is never met.
- Effect negation on the control-transfer card used to hand it to the opponent.
Best use
Alternate win-condition payoff and Level 1 material body. Decks: Exodia / Forbidden One gimmick build. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: if the only monsters on the field you control are this card plus 4 differently named 'Forbidden One' Normal Monsters, your opponent wins the Duel.; Level 1 DARK Spellcaster, 0 ATK / 0 DEF, Exodia archetype, listed as legal in TCG and OCG.
- Observed: 14 sampled decks run it, all in the main deck, averaging ~2 copies (distribution 6/2/6 for 1/2/3 copies).; Co-occurs with Exodia the Forbidden One in 85.7% of those decks and with the four Forbidden One limbs in 71-79%.; 0 combo appearances and 0 guide mentions in the supplied evidence.
- Inferred: The effect can only be steered into a win if the opponent is made to control this card while the 4 Forbidden One Normal Monsters sit on the field - a 6-piece setup.; When its effect is blanked or irrelevant it still functions as a generic Level 1 DARK Spellcaster material body.
- 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 no control-transfer enabler identified in the deck sample, so the win line is unconfirmed






