Zoa the Fiendish Beast
DARK 7

Zoa the Fiendish Beast

  • ATK:
  • 2600

  • DEF:
  • 1900

  • View:
  • 2654




If your opponent controls a monster, you can Normal Summon this card without Tributing. You can only use each of the following effects of "Zoa the Fiendish Beast" once per turn. If this card is in your hand: You can Special Summon this card in Defense Position, then if "Max Metalmorph" is not in your GY, your opponent can Special Summon 1 monster from their hand. During your Main Phase: You can Set 1 "Metalmorph" Trap from your Deck.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 9, 2026
68± 6/ 100
Power Score
Intrinsic 65
Deck 70

Zoa the Fiendish Beast — Power Evaluation

Final Score: 68 ± 6 · Confidence: Medium

  • Intrinsic: 65 · Deck: 70 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Searcher/Tutor, Material body

Why it scores here

Zoa's value is access: it Normal Summons without Tribute when the opponent controls a monster, can Special Summon itself from hand in Defense Position, and can Set a Metalmorph Trap from the Deck during the Main Phase, so it is live in most hands and converts into a field presence. It appears in all 400 sampled decks across 47 archetypes at about 1.78 copies per deck, so the score reflects deck-level access and staple use, not its 2600 ATK or Level 7 body. Its own interaction is weak (no negation or removal), and the hand effect hands the opponent a monster, so the drawback costs it points in the effect and resource axes. Combo data is absent, so the conversion score rests on text plus deck partners.

Axis scores

Axis Score Evidence
Accessibility 85 Live from hand via its own hand Special Summon and a Tribute-free Normal Summon, with a Deck-to-field Metalmorph Trap set; present in 400/400 sampled decks (observed).
Combo & Conversion 55 The body plus a Trap set converts into a board only with other pieces; no combo boards are recorded, so this is text-based inference (inferred).
Resource Economy 45 No draw or recursion; the Deck-to-field Trap set adds a board card but the hand effect gives the opponent a monster, so net advantage is roughly even at best (inferred).
Effect & Interaction 30 No negation or removal of its own; interaction is limited to the Metalmorph Trap it sets, which is not on the card itself (verified).
Material Utility 55 Level 7 DARK Fiend is a clean generic material body; its effects do not depend on being face-up, so it still converts when negated (inferred).
Resilience & Flexibility 60 Two per-turn effects usable from hand and Main Phase, across hand and field zones; the hand effect is a Special Summon that can be stopped by summon negation (inferred).
Deck-Building Efficiency 80 Averages 1.78 copies, legal in TCG, OCG and MasterDuel, and the text needs no garnets or locks (observed).

Calculation

Weight profile: 0.7 Starter / Combo enabler + 0.3 Searcher / Tutor. Intrinsic ≈ 65, Deck ≈ 70, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Tribute-free Normal Summon, plus a Special Summon from hand in Defense Position, makes it easy to get onto the field
  • Sets a Metalmorph Trap from the Deck, giving the deck a second board card without a draw
  • Present in 400/400 sampled decks across 47 archetypes, and 98% of those decks also run Max Metalmorph
  • Usable at 1.78 copies per deck with no garnet or lock cost

Weaknesses

  • Its hand effect lets the opponent Special Summon a monster from hand when Max Metalmorph is not in the GY
  • Both effects are once per turn each, which caps repeated use
  • No combo boards in the evidence, so its conversion into a winning board is unmeasured
  • Brings no negation or removal of its own

Counters / choke points

  • Summon negation or hand-Special-Summon negation of its Defense Position summon (inferred from text; no counter data in the evidence)

Best use

Starter / Deck-to-field Trap setter. Decks: Red-Eyes, Bystial/Byssted, Primite, Fiendsmith, Metalmorph. Suggested copies: 2.

Evidence & gaps

  • Verified: Normal Summon without Tribute if the opponent controls a monster; Hand: Special Summon in Defense Position; the opponent may Special Summon 1 monster from hand if Max Metalmorph is not in the GY; Main Phase: Set 1 Metalmorph Trap from the Deck; Each of the listed effects is once per turn; Legal in TCG, OCG and MasterDuel
  • Observed: In 400 of 400 sampled decks, averaging 1.78 copies (177 at 1, 135 at 2, 88 at 3); 47 distinct archetypes; 82.8% of decks in gameplay type 7; 98% of those decks also run Max Metalmorph; 96% also run Red-Eyes Black Fullmetal Dragon
  • Inferred: Starter role from the hand Special Summon and the deck-to-field Trap set; Material-body role from its Level 7 DARK Fiend body and Tribute-free summon; Accessibility is high because it is summonable from hand with no searcher; Combo conversion is text-only because no combo boards are recorded
  • Data gaps: No combos supplied: combo conversion is text-only inference No guides supplied No banlist token: assumed 3 copies (unlimited) usage statistics covers one archetype (Toon) only, so it is not corroborated No rulings supplied for the once-per-turn and Metalmorph Trap set interactions











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