Trap
ContinuousChain Burst
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2632
Each time a player activates a Trap Card, they take 1000 damage immediately after it resolves.
Chain Burst — Power Evaluation
Final Score: 31 ± 6 · Confidence: Medium
- Intrinsic: 34 · Deck: 30 · Meta: provisional
- Primary role: Floodgate/Control · Secondary: Utility
Why it scores here
Chain Burst's only effect is a symmetric tax: each time either player activates a Trap Card, that player takes 1000 damage after it resolves. It converts nothing into board, cards or interaction, and it costs its own controller life on every trap they use, so it earns little on the card-text axes. The 16 decks across 7 archetypes confirm the card is played and reachable, not that it is powerful, and the zero combo evidence gives no support for a higher score. High usage would not earn points under guardrail 3.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Reachable in 16 recent decks at about 2 copies on average across 7 archetypes, but no combo or searcher evidence shows how it is found or set (observed, inferred). |
| Combo & Conversion | 15 | Zero recorded combo boards and no card text that builds anything, so conversion rests on text alone (inferred). |
| Resource Economy | 10 | No draw, search, banish or recursion; the only resource effect is 1000 LP damage per trap activation to whoever activates (verified). |
| Effect & Interaction | 20 | Does not stop or negate anything; it only taxes trap activations by either player, so it is a soft floodgate at most (verified, inferred). |
| Material Utility | 0 | A Continuous Trap is not a monster and cannot be used as material (verified). |
| Resilience & Flexibility | 25 | A Continuous Trap that can be removed by destruction; no redundancy or multi-zone function is shown in the evidence (inferred). |
| Deck-Building Efficiency | 35 | Costs a slot and imposes a self-damage tax that scales with trap count; it has no garnet or lock beyond that tax (verified, inferred). |
Calculation
Weight profile: Floodgate / Control primary role, no secondary blend. Intrinsic ≈ 34, Deck ≈ 30, Meta = provisional. Modifiers: Self-inflicted damage tax (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Clear, fully resolvable text with simple timing (immediately after resolution)
- Played across 16 recent decks and 7 archetypes, so it is not tied to a single home
- Symmetric effect means it also taxes the opponent's trap usage
Weaknesses
- Costs the controller 1000 LP every time they activate a Trap Card
- No combo, usage-statistics or guide evidence, so deck synergy and conversion are unverified
- Top partners all co-occur in the same 5 decks, which reads as one archetype's lists rather than card-specific synergy
Counters / choke points
- Removing the Continuous Trap by destruction (inferred from its card type)
- Lines that activate few or no Trap Cards, which take little or no damage from it (inferred)
Best use
Symmetric trap-activation tax (Floodgate-like), low-impact tech. Decks: Vaylantz.
Evidence & gaps
- Verified: Card text: each trap activation by a player deals that player 1000 damage after resolution; Continuous Trap; not a monster, so no material role; Legal in TCG, OCG, MasterDuel and DuelLinks; 16 recent decks run it in main deck; 7 distinct archetypes; copies avg 2.06, max 3
- Observed: Vaylantz is the largest home (5 of 16 decks); All 15 top partners co-occur in the same 5 decks; Zero combo appearances and zero guide mentions
- Inferred: Primary role is a symmetric trap-activation tax (Floodgate-like); Its controller is the main party hurt, so it works best in low-trap-activation lines; Removal by destruction is the main answer
- 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 top partners all share the same 5 co-decks, so synergy evidence is weak






