Trap
NormalBad Luck Blast
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4487
Target 1 face-up monster your opponent controls; take damage equal to half its ATK, then inflict damage to your opponent, equal to the damage you took. If this card you control is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent. You can only activate 1 "Bad Luck Blast" per turn.
Bad Luck Blast — Power Evaluation
Final Score: 55 ± 6 · Confidence: Medium
- Intrinsic: 55 · Deck: 55 · Meta: provisional
- Primary role: Removal / Negation
Why it scores here
Bad Luck Blast is a Normal Trap whose main effect is burn-based removal: it targets one face-up opposing monster, damages its controller for half that monster's ATK, and then deals the same amount to the opponent. Its power is therefore bounded by the ATK of the target and by the self-damage cost, and it converts nothing into board presence or card advantage. The 98-deck sample across 24 archetypes shows it is a broadly portable generic staple, but that breadth is not evidence of strength, and the near-universal partner co-occurrence reflects deck-level staple overlap rather than a demonstrated combo role. The 1000-damage follow-up only triggers when the card is destroyed by an opponent's card, so it is a conditional bonus, not a reliable part of the effect.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Set Trap that must be set before use, and no search or recursion route appears in the evidence; it is live in most decks running 2–3 copies (verified deck copies distribution; inferred set-before-use timing). |
| Combo & Conversion | 30 | Combo evidence is absent (0 boards), so only text-level inference applies: it converts a monster's ATK into damage but builds no board (inferred from card text). |
| Resource Economy | 30 | One trap spent for a one-shot damage effect with self-damage and no draw, search or refuel; the 1000-damage clause requires an opponent destroying the card (verified card text). |
| Effect & Interaction | 55 | Removes a monster's threat through damage scaled to its ATK, so it is weaker against low-ATK targets and gives no direct destruction or negation (inferred from card text). |
| Material Utility | 5 | Trap card with no material or level-body role, so it cannot convert as material even when its effect is negated (verified card text and frame type). |
| Resilience & Flexibility | 45 | Single-copy-per-turn restriction and a set-and-wait activation window limit it; the destroyed-by-opponent GY trigger gives some value after removal (verified card text; inferred). |
| Deck-Building Efficiency | 70 | Runs at 2–3 copies in most of the 98 sample decks with no garnet or lock restriction, and the sample shows 24 archetypes (verified deck data; observed). |
Calculation
Weight profile: Primary role only (Removal / Negation); no secondary role blend applied. Intrinsic ≈ 55, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Generic burn-removal trap with no archetype requirement
- Portable across 24 archetypes and 4 gameplay types
- Cheap to run at 2–3 copies with no garnet or lock restriction
Weaknesses
- Removal scales with the target's ATK, so it is weak against low-ATK monsters
- Costs the controller life for the damage
- Needs to be set, so it is slow compared with live hand interaction
- No card advantage or board conversion
Counters / choke points
- Monsters that do not need to be destroyed to win
- Negation or cards that protect monsters from targeting effects (general category; not evidenced in this pack)
Best use
Generic burn-based backrow removal for decks that want a second removal option beyond their core interaction. Decks: Chain Burn, Timelord, Hole, Greed, Traptrix, Paleozoic.
Evidence & gaps
- Verified: Card text: targets one face-up opposing monster, self-damage of half its ATK, then equal damage to the opponent; Card text: 1000 damage when destroyed by an opponent's card and sent to GY; once per turn; 98 decks run it at main deck; copies average 2.46 (3 copies in 58 decks); 24 distinct archetypes; 4 gameplay types
- Observed: Partner co-occurrence is high (Ring of Destruction and Secret Barrel at 90.8%), consistent with shared staple density rather than a proven combo
- Inferred: Trap timing requires setting it first; Removal value depends on the target's ATK; Practical role is generic burn-based removal
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no rulings or timing-interaction data for the GY-trigger clause






