Vampire Retainer
DARK 2

Vampire Retainer

  • Archetype:
  • Vampire

  • ATK:
  • 1200

  • DEF:
  • 0

  • View:
  • 3643




If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" Spell/Trap from your Deck to your hand. If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Retainer" once per turn.




 
 
AI Power Analysis
Searcher/TutorConfidence: MediumEvaluated Jan 15, 2026
56± 7/ 100
Power Score
Intrinsic 55
Deck 57

Vampire Retainer — Power Evaluation

Final Score: 56 ± 7 · Confidence: Medium

  • Intrinsic: 55 · Deck: 57 · Meta: provisional
  • Primary role: Searcher/Tutor · Secondary: Recovery/Recursion, Material body

Why it scores here

Vampire Retainer converts a Special Summon into a Vampire Spell/Trap tutor (pay 500 LP) and converts a Vampire card in hand or on field into a recurring Level 2 body from the GY, so its real value is archetype engine density rather than board presence. It does nothing on its own — it must be Special Summoned to search and costs a card to revive itself — so it never reaches one-card-board levels, and it brings no disruption itself, only a route to Vampire Domination. Its 1200 ATK and Level 2 Zombie body earn points only as generic-ish material and as a Vampire Sucker/Level-2 enabler, not as a stat line; the ceiling is set by archetype lock-in and the missing combo data.

Axis scores

Axis Score Evidence
Accessibility 55 It is run in 303 recorded decks at 2.38 average copies with 100% inclusion in one Vampires build, but its own search only fires after it is Special Summoned, so it needs another enabler first (verified/observed).
Combo & Conversion 50 Text shows it produces one body plus one searched Spell/Trap when enabled, i.e. a fair engine extension rather than a full board, and no recorded combos exist to confirm more (inferred).
Resource Economy 56 The search is a straight +1 for 500 LP, while the GY revive trades one Vampire card for one body, so it trends slightly positive without being a refuel engine (verified).
Effect & Interaction 30 The card itself provides no negation or removal; its only interaction access is tutoring a Vampire Spell/Trap such as Vampire Domination, which appears in 85.1% of its decks (verified).
Material Utility 65 A Level 2 DARK Zombie is clean material for Vampire Sucker and Level-2/Zombie lines, and it still functions as material when its effects are blanked (inferred).
Resilience & Flexibility 62 It operates from hand (Special Summon trigger) and from the GY (self-revive, banished on leaving the field), giving multi-zone reach but one use per effect per turn (verified).
Deck-Building Efficiency 55 It is a cheap 2–3 slot archetype card with no locks or garnet risk, but both effects reference 'Vampire' cards, so it is nearly dead outside Vampire/Zombie builds (inferred).

Calculation

Weight profile: 0.7 Searcher/Tutor + 0.3 Recovery/Recursion. Intrinsic ≈ 55, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Tutors a Vampire Spell/Trap (Vampire Domination, Vampire's Domain, Vampire's Desire) on any Special Summon for only 500 LP
  • Self-recurs from the GY by sending a Vampire card from hand or face-up field, extending Vampire lines and feeding Zombie fodder
  • Level 2 DARK Zombie body that is valid material for Vampire Sucker and Level-2/Zombie plays even when its effects are negated
  • Consistently played at 2.38 average copies (164 lists run 3) across 303 recorded decks with no locks or restrictions

Weaknesses

  • Its search is conditional on being Special Summoned, so it is not a standalone starter
  • Both effects are hard-locked to 'Vampire' cards, making it near-dead in non-Vampire decks
  • Each effect is once per turn, and the GY revival banishes it when it leaves the field
  • Provides no direct negation, removal, or interaction of its own

Counters / choke points

  • Ash Blossom & Joyous Spring negates the Deck-to-hand search
  • Called by the Grave or D.D. Crow removes it before the GY revival can be used
  • Abyss Dweller or other GY-hate stops the self-revival line
  • Negating the Special Summon that triggers it blanks the search entirely

Best use

Archetype searcher and recurring Vampire body that fetches Vampire Spell/Traps and re-establishes itself from the GY. Decks: Vampires, Zombie Vampire variants.

Evidence & gaps

  • Verified: Card text: on Special Summon, pay 500 LP to add 1 'Vampire' Spell/Trap from Deck to hand; Card text: from the GY, send 1 'Vampire' card from hand or face-up field to GY to Special Summon this card, banishing it when it leaves the field; Card text: each effect of 'Vampire Retainer' can only be used once per turn; Card is a Level 2 DARK Zombie, 1200 ATK / 0 DEF, archetype Vampire, legal in TCG/OCG/Master Duel/Duel Links; Decks evidence: 303 decks run it, average 2.38 copies, 100% main deck, 41 distinct archetypes tagged
  • Observed: Top partners co-deck rates: Vampire Domination 85.1%, Vampire Familiar 82.8%, Vampire Sucker 76.6%, Vampire's Domain 74.3%; Usage statistics: 100% inclusion in the Vampires archetype sample, typical 1 copy in that dataset vs 2.38 in recent lists; No combo appearances recorded (0 of all tracked combos), so no measured starter/material/payoff role; Three Vampire guides list it in core/overview sections alongside Vampire Familiar, Vampire Ghost and Vampire's Desire
  • Inferred: Because the 500 LP search requires a Special Summon first, the card is an extender/engine piece rather than a self-sufficient one-card starter; A Level 2 DARK Zombie is usable as material for Vampire Sucker and Level-2/Zombie lines even with effects negated; The GY revival trades a Vampire card for a body, which is roughly card-neutral rather than advantage-generating; High inclusion in Kashtira/Spright/Azamina lists is consistent with Level-2 Zombie engine usage rather than generic splashability
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no metagame sample, so meta_power is null and the score is provisional on observed play only usage_statistics covers only one archetype with typical_copies 1, conflicting with the 2.38 copies seen in recent decks











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