Trap
CounterVampire Domination
Archetype:
Vampire
View:
3623
When a Spell/Trap Card, or monster effect, is activated while you control a "Vampire" monster: Negate the activation, and if you do, destroy that card, then, if it was a Monster Card, gain LP equal to its original ATK. You can only activate 1 "Vampire Domination" per turn.
Vampire Domination — Power Evaluation
Final Score: 55 ± 6 · Confidence: Medium
- Intrinsic: 56 · Deck: 57 · Meta: provisional
- Primary role: Negation/Interaction · Secondary: Floodgate/Control, Utility
Why it scores here
Vampire Domination converts a "Vampire" monster on field plus one set trap into a hard, flexible Counter Trap negate that removes any Spell/Trap or monster effect and refunds LP when a monster is negated. It reliably earns points as interaction and as a roughly one-for-one trade inside its home archetype, confirmed by 100% inclusion in the sampled Vampires gameplay type. It builds nothing, has no body or combo role, and is effectively locked to Vampire decks. Its 0 ATK/DEF and trap status earn nothing here; the entire value comes from the negate and the LP gain.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 58 | Counter Trap that must be drawn/set and requires controlling a "Vampire" monster, so it is live mainly in Vampire decks (verified). |
| Combo & Conversion | 22 | Reactive negate with zero recorded combo appearances and no effect that advances a board (observed). |
| Resource Economy | 52 | A one-for-one negate-and-destroy that additionally gains LP equal to a negated monster's original ATK, roughly even-to-positive (verified). |
| Effect & Interaction | 78 | Negates any Spell/Trap activation or monster effect as a Counter Trap, a broad and hard-to-dodge answer (verified). |
| Material Utility | 5 | Trap Card with no body, level, or attribute; contributes nothing as material (verified). |
| Resilience & Flexibility | 48 | One-shot trap with no GY or recursion clause; once used or removed the interaction is gone (verified). |
| Deck-Building Efficiency | 50 | Archetype-locked by the requirement of a "Vampire" monster, so it is only a cheap 1-2 of in Vampire builds (observed). |
Calculation
Weight profile: 0.7 Negation/Interaction + 0.3 Floodgate/Control. Intrinsic ≈ 56, Deck ≈ 57, Meta = provisional. Modifiers: Archetype-locked activation requirement (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Counter Trap negate that can answer any Spell/Trap activation or monster effect with a single card.
- Destroys the negated card and gains LP equal to a monster's original ATK, offsetting some cost.
- Well-established, highly consistent include in Vampire decks (100% inclusion in the sampled Vampires gameplay type).
Weaknesses
- Requires controlling a "Vampire" monster, so it is unusable in decks without that engine.
- Provides no board development, no body, and no material value.
- One-shot trap with no recursion or GY utility; once negated or removed there is no follow-up.
Counters / choke points
- Trap removal (e.g. backrow destruction) before the activation window.
- Removing the controller's "Vampire" monster to turn off the activation condition.
- Counter Traps that can respond to a Counter Trap, or blanket negation of Trap effects.
Best use
Counter Trap negation / defensive interaction. Decks: Vampires. Suggested copies: 2.
Evidence & gaps
- Verified: Counter Trap that negates the activation of a Spell/Trap Card or monster effect while you control a "Vampire" monster.; Destroys the negated card and, if it was a Monster Card, gains LP equal to its original ATK.; Once-per-turn limit: only 1 "Vampire Domination" may be activated per turn.
- Observed: 264 decks run it, 97.7% alongside Vampire Retainer, avg 1.53 copies; 100% inclusion in the sampled Vampires gameplay type.; 0 combo appearances and 0 guides supplied for this card.
- Inferred: Effectively locked to Vampire/Zombie builds because the negate requires a "Vampire" monster on the field.; Functions as a one-for-one reactive negate rather than a starter, extender, or material body.
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no starter-count or end-board data available to measure redundancy






