Trap
NormalVampire Takeover
Archetype:
Vampire
View:
3632
If you have no card in your Field Zone and all face-up monsters you control (min. 1) are Zombie-Type: Activate 1 "Vampire Kingdom" directly from your Deck, then, you can Special Summon 1 DARK "Vampire" monster from your Graveyard in face-up Defense Position. You can only activate 1 "Vampire Takeover" per turn.
Vampire Takeover — Power Evaluation
Final Score: 47 ± 6 · Confidence: Medium
- Intrinsic: 45.7 · Deck: 51.1 · Meta: provisional
- Primary role: Combo enabler · Secondary: Recovery/Recursion, Searcher/Tutor
Why it scores here
Vampire Takeover converts a single Trap into two resources: it activates "Vampire Kingdom" directly from the Deck and can then revive a DARK "Vampire" from the Graveyard, which is a fair engine enabler for the archetype. It is slow and condition-heavy — a Normal Trap that requires no card in the Field Zone and at least one face-up Zombie-Type monster, and it provides no interaction with the opponent. Its strong presence in the sample (57 decks, ~98% paired with Vampire Kingdom) confirms it is a genuine core piece rather than raw power. It earns nothing for its 0/0 stats or rarity; the only contributions that score are the Deck deployment and the Graveyard revival.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 52 | A Normal Trap that must be drawn and Set, and only functions with an empty Field Zone plus at least one face-up Zombie; the archetype sample shows it in 57 decks, almost always as a 1-of (observed). |
| Combo & Conversion | 52 | On resolution it puts "Vampire Kingdom" onto the field from the Deck and can revive a DARK "Vampire" from the Graveyard, a fair one-card setup, but no combo evidence exists to confirm a full board (inferred). |
| Resource Economy | 58 | It effectively adds the Field Spell from the Deck straight to the field and reuses a Graveyard Vampire, a net gain in board presence for one card (inferred). |
| Effect & Interaction | 10 | The Trap itself provides no disruption, negation, or removal; any interaction comes from the "Vampire Kingdom" it fetches, not from this card (verified). |
| Material Utility | 14 | As a Normal Trap it is never a material body itself; its only body value is the single Graveyard Vampire it Special Summons, which is material only indirectly (verified). |
| Resilience & Flexibility | 46 | Being a Trap it can be used on the opponent's turn and it revives from the Graveyard, but it is single-use and dead while a Field Spell is already in the Field Zone (verified). |
| Deck-Building Efficiency | 55 | Mostly run as a 1-of (46 of 57 decks), so the slot cost is low and redundancy is unnecessary, but it is archetype-locked and brick-prone without a Zombie on board (observed). |
Calculation
Weight profile: 0.7 Combo enabler + 0.3 Recovery/Recursion. Intrinsic ≈ 45.7, Deck ≈ 51.1, Meta = provisional. Modifiers: Conditional activation window (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Activates "Vampire Kingdom" directly from the Deck, functioning as a one-card Field Spell deployment.
- Optionally Special Summons a DARK "Vampire" from the Graveyard in face-up Defense Position, reusing a spent body.
- Confirmed archetype core: appears in 57 sample decks and co-occurs with Vampire Kingdom / Vampire's Desire in ~98% of them.
- Low slot cost — 46 of 57 decks run exactly one copy.
Weaknesses
- A Normal Trap: slow, must be Set and wait a turn or be used on the opponent's turn.
- Conditional: needs no card in the Field Zone and all face-up monsters to be Zombie-Type (minimum 1).
- Provides no disruption, negation, or removal against the opponent.
- Archetype-locked to Vampire/Zombie cards, so it is not portable to other decks.
Counters / choke points
- Backrow removal (Cosmic Cyclone, Twin Twisters, Mystical Space Typhoon) before it resolves
- Trap negation (Solemn Judgment, Red Reboot)
- Removing the face-up Zombie or the Graveyard target before resolution
- Graveyard hate (D.D. Crow, Called by the Grave) on the revival target
Best use
Deploy "Vampire Kingdom" from the Deck and revive a DARK Vampire from the Graveyard as engine setup. Decks: Vampire. Suggested copies: 1.
Evidence & gaps
- Verified: Normal Trap that activates 1 "Vampire Kingdom" directly from the Deck.; Requires no card in your Field Zone and all face-up monsters you control (min. 1) to be Zombie-Type.; Can then Special Summon 1 DARK "Vampire" monster from the Graveyard in face-up Defense Position.; Once-per-turn activation limit on the card itself.; Legal in TCG, OCG, MasterDuel and DuelLinks.
- Observed: Appears in 57 sample decks, all in the main deck, averaging 1.23 copies (46 decks run exactly 1).; Co-occurs with "Vampire Kingdom" in 98.2% of those decks and with Vampire Retainer / Vampire's Desire at the same rate.; Listed as a Core card in the basic Vampire guide and featured in the Vampire build guide.; Zero appearances in the recorded combo sample.
- Inferred: Deck deployment of the Field Spell plus a Graveyard revival is roughly a net gain in board presence for one card.; The card is slow because Trap timing forces it to be Set before use.; It contributes no interaction of its own; disruption would come from "Vampire Kingdom" rather than this card.; It becomes a dead draw while a Field Spell already occupies the Field Zone.
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no recorded end-board or power index data to confirm the board quality it produces






