Vampire's Domain
Spell Continuous

Vampire's Domain

  • Archetype:
  • Vampire

  • View:
  • 3754




Once per turn: You can pay 500 LP; during your Main Phase this turn, you can Normal Summon 1 "Vampire" monster in addition to your Normal Summon/Set. (Even if this card leaves the field. You can only gain this effect once per turn.) Each time your "Vampire" monster inflicts battle damage to your opponent: Gain the same amount of LP.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Feb 14, 2026
52± 6/ 100
Power Score
Intrinsic 51
Deck 53

Vampire's Domain — Power Evaluation

Final Score: 52 ± 6 · Confidence: Medium

  • Intrinsic: 51 · Deck: 53 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Utility

Why it scores here

Vampire's Domain is a dedicated continuous engine piece: for 500 LP it grants one extra Normal Summon of a "Vampire" monster each turn, which is exactly the resource the Vampire deck needs to extend beyond a single normal summon into its Synchro/Xyz lines. Its scoring is held back by the fact that it produces no card advantage and carries no disruption whatsoever, and by its archetype-locked text — every deck running it is a Vampire/Zombie shell. The 500 LP cost earns back LP whenever a Vampire inflicts battle damage, but that is a minor rider and not a power driver. Its ATK/DEF are irrelevant (it is a Spell with 0/0), and no points were awarded for its deck count or page views.

Axis scores

Axis Score Evidence
Accessibility 62 Text gives an unconditional once-per-turn extra Normal Summon for 500 LP, and it is run in 229 decks (avg 1.71 copies, 118 of them at only 1 copy), which suggests practical in-archetype access routes even though it still requires a "Vampire" monster in hand to convert (observed).
Combo & Conversion 55 An extra Normal Summon materially enlarges a Vampire board beyond the single normal summon, but combos_evidence is empty (0 appearances), so the payoff size is text-only inference (inferred).
Resource Economy 50 It costs 500 LP and returns no cards — no draw, search, or recursion — with only a battle-damage LP refund attached, so it is roughly card-neutral (verified).
Effect & Interaction 15 It provides no negation, removal, or disruption of any kind; the only clause touching the opponent is the battle-damage LP gain (verified).
Material Utility 22 As a Continuous Spell it contributes no body of its own; its material value is purely indirect, enabling one additional "Vampire" body for Synchro/Xyz material (inferred).
Resilience & Flexibility 60 The grant explicitly applies "even if this card leaves the field," so chained Spell/Trap removal cannot cancel the extra summon once activated, and the effect can be reused each turn while it stays face-up (verified).
Deck-Building Efficiency 58 It takes one to two slots with no garnet and no self-lock, but the "Vampire"-only restriction makes it a dedicated in-archetype slot rather than a splashable staple (observed).

Calculation

Weight profile: 0.7 Starter/Combo enabler + 0.3 Utility. Intrinsic ≈ 51, Deck ≈ 53, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Grants an additional Normal Summon of a "Vampire" monster every turn for only 500 LP
  • Effect is resilient to removal — the extra summon applies 'even if this card leaves the field'
  • Continuous and reusable, most decks run only 1-2 copies
  • LP refund on Vampire battle damage partially offsets the 500 LP cost
  • Near-core in the Vampire archetype (54.1% of sampled decks are Vampire builds)

Weaknesses

  • Archetype-locked: only summons "Vampire" monsters, so it is dead in non-Vampire decks
  • Provides zero disruption, negation, or removal
  • Produces no card advantage — pure resource-neutral enabler
  • Requires a "Vampire" monster in hand to actually convert the extra summon
  • Continuous Spell is vulnerable to backrow removal before the effect is used

Counters / choke points

  • Cosmic Cyclone / Mystical Space Typhoon chained before the effect resolves
  • Anti-Spell Fragrance or Spell-negation effects
  • Kaiju/removal on the summoned Vampire after the extra Normal Summon is spent
  • Graveyard-hate or hand disruption that denies the Vampire monster needed to normal summon

Best use

Extra Normal Summon engine to extend Vampire combo lines. Decks: Vampire, Zombie World Vampire hybrids. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: once per turn, pay 500 LP to allow one additional Normal Summon of a "Vampire" monster this Main Phase; Card text: the extra Normal Summon applies 'even if this card leaves the field' and can only be gained once per turn; Card text: each time a "Vampire" monster inflicts battle damage, gain the same amount of LP; Card is a Continuous Spell with 0 ATK / 0 DEF and belongs to the Vampire archetype
  • Observed: 229 sampled decks run the card, all in the main deck, with avg 1.71 copies (distribution 118x1, 60x2, 51x3); 54.1% of those decks are Vampire-archetype builds; co-deck rates with Vampire Retainer (98.3%) and Vampire Familiar (97.8%); Three site guides feature the card in their Vampire core sections
  • Inferred: Because it summons but does not fetch a monster, it needs a "Vampire" in hand to produce value; The prevalence of 1-copy builds suggests practical search/recurrence routes within the archetype; The extra Normal Summon indirectly supplies one additional material body for Vampire Synchro/Xyz plays; Archetype-locked text makes it a dedicated Vampire slot rather than a generic staple
  • 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 explicit searcher/card-text evidence confirming how the card is accessed











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