Vampire's Curse
DARK 6

Vampire's Curse

  • Archetype:
  • Vampire

  • ATK:
  • 2000

  • DEF:
  • 800

  • View:
  • 3461




When this card is destroyed by battle and sent to the Graveyard: You can pay 500 Life Points; Special Summon it during the Standby Phase of the next turn. When you do: It gains 500 ATK.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Sep 15, 2026
50± 7/ 100
Power Score
Intrinsic 49
Deck 50

Vampire's Curse — Power Evaluation

Final Score: 50 ± 7 · Confidence: Medium

  • Intrinsic: 49 · Deck: 50 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Material body

Why it scores here

Vampire's Curse is a Level 6 DARK Zombie that can Special Summon itself back from the Graveyard on the next Standby Phase after being destroyed by battle, gaining 500 ATK. Its value comes almost entirely from being a cheap, lock-free recurring body for Vampire/Zombie decks (100% inclusion in the Vampires statistics sample), not from its stats - the 2000 ATK earns no points on this scale. It generates no card advantage, provides no disruption, and its revive is slow and conditional (battle destruction only, next turn), which keeps it near the middle of the range rather than higher.

Axis scores

Axis Score Evidence
Accessibility 48 Main-deck Level 6 body with no self-Summon; 100% inclusion in the Vampires sample but 0 starter role and no search evidence (observed).
Combo & Conversion 27 0 recorded combos and no board-building text - it is a body, not a starter (observed).
Resource Economy 45 Self-revive from the GY once after battle destruction, paying 500 LP for +500 ATK, with no net card advantage (verified).
Effect & Interaction 8 No removal, negation, or disruption of any kind - the effect only revives itself (verified).
Material Utility 55 A Level 6 DARK Zombie body is usable material for Zombie/Vampire Extra Deck lines even when its effect is unused (inferred).
Resilience & Flexibility 45 Revive triggers only on battle destruction and is delayed to the next Standby Phase, so effect removal or a banish ends it cleanly (verified).
Deck-Building Efficiency 65 Runs as a 1-of (avg 1.07 copies) with no locks or garnet cost, making it a cheap Zombie-deck slot (observed).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Material body. Intrinsic ≈ 49, Deck ≈ 50, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Self-reviving DARK Zombie body that returns from the Graveyard with +500 ATK, giving Vampire/Zombie decks recurring material
  • No archetype restriction or lock - it is a cheap, splashable 1-of in Zombie shells
  • 100% inclusion with typical 1 copy in the Vampires statistics sample, confirming a real role
  • Level 6 DARK Zombie typing fits Zombie World / Vampire Extra Deck lines

Weaknesses

  • Revive triggers only when destroyed by battle, not by card effects
  • Special Summon is delayed to the next Standby Phase, giving the opponent a full turn to prepare
  • Costs 500 LP and only grants +500 ATK, generating no card advantage
  • 2000 ATK is below the common 2500+ combat curve and provides no interaction
  • No recorded combo appearances and no guides - it is a role-player body, not a playmaker

Counters / choke points

  • Effect negation of the Standby Phase Special Summon (e.g. a negate on the trigger)
  • Banishing it from the Graveyard before the Standby Phase resolves the revive
  • Removing it by card effect instead of battle bypasses the trigger entirely
  • Graveyard hate that clears the body before it can return

Best use

Recurring Level 6 DARK Zombie body / Graveyard recursion. Decks: Vampires, Zombie World, Red-Eyes Zombie. Suggested copies: 1.

Evidence & gaps

  • Verified: Effect Monster: DARK Level 6 Zombie, 2000 ATK / 800 DEF, Vampire archetype (card text); When destroyed by battle and sent to the GY, you can pay 500 LP to Special Summon it during the next turn's Standby Phase, and it gains 500 ATK (card text); The card has no removal, negation, or disruption effect (card text)
  • Observed: 28 recent decks run it, all in the main deck, at an average of 1.07 copies (max 2) (decks evidence); 14 distinct archetypes use it; top partners are Vampire Lord (71.4%), Red-Eyes Zombie Necro Dragon (60.7%), Vampire Scarlet Scourge (60.7%), Zombie World (53.6%) (decks evidence); 100% inclusion with typical 1 copy in the Vampires usage-statistics sample (usage statistics); 0 combo appearances - never seen as starter, searched, material, payoff, or end-board piece (combos evidence)
  • Inferred: No self-Special Summon clause and no search evidence means it must be drawn or fetched by Zombie/Vampire support; Because the revive is battle-destruction-only and delayed a turn, it is a slow recursion body rather than a combo enabler; Its Level 6 DARK Zombie typing makes it usable material for Zombie/Vampire Extra Deck plays
  • Data gaps: no combos supplied - combo conversion is text-only inference no guides supplied no banlist token - assumed 3 copies (unlimited) no metagame sample - meta power left null no average power index or starter-count data for boards it appears in











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