Trap
NormalDestruction of Destiny
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3485
Send 3 cards from the top of your Deck to the Graveyard, and take 1000 damage for each Spell or Trap Card sent to the Graveyard this way.
Destruction of Destiny — Power Evaluation
Final Score: 45 ± 8 · Confidence: Medium
- Intrinsic: 41 · Deck: 47 · Meta: provisional
- Primary role: Utility
Why it scores here
Destruction of Destiny is a Normal Trap that mills 3 cards from the top of the Deck and costs 1000 LP per Spell or Trap milled, so its only conversion is a small graveyard fuel effect with a life cost. It is run in 37 of the sampled decks, mostly at 3 copies in Greed, Toon and Performapal lists, which confirms it is a reliable set-slot card in those homes rather than a strong card by itself. Its popularity and deck count are consistency signals only and do not raise the score (guardrail 3). No combo, guide or usage-statistics evidence was supplied, so combo and resilience scores are text-only inference and the band is wide.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 40 | Set Trap that must be set in the backrow and is not searchable; 31 of 37 decks run 3 copies, so it is usually available but the mill is random (verified). |
| Combo & Conversion | 25 | No combo boards recorded; the only conversion is 3 milled cards plus damage scaled by Spell/Trap count, which is text-only inference. |
| Resource Economy | 40 | Mills 3 cards to the graveyard for fuel with no card advantage, paid for by 1000 LP per Spell or Trap milled (verified text, inference on value). |
| Effect & Interaction | 10 | No effect against the opponent's cards or board; it is a self-damage mill trap (verified text). |
| Material Utility | 5 | Trap cards cannot serve as Xyz, Synchro or Link material and provide no level or attribute body (verified text). |
| Resilience & Flexibility | 35 | Trap that can be negated by standard counter traps; no recorded counters or recursion in evidence (inferred). |
| Deck-Building Efficiency | 55 | Normal Trap with no garnet or lock; it takes one set slot and 3 copies are typical in 31 of 37 decks, but the LP cost limits when it can be used (observed, verified text). |
Calculation
Weight profile: Utility default profile; no secondary role blend. Intrinsic ≈ 41, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Normal Trap that is run at 3 copies in 31 of 37 sampled decks, so it is consistently available in set zones
- Mills 3 cards for graveyard fuel
- Clear, simple timing with no once-per-turn or lock clauses
- Works across 15 distinct archetypes, so it is portable between homes
Weaknesses
- Costs 1000 LP per Spell or Trap milled, so it can be a self-inflicted loss
- Not searchable and needs a set backrow slot
- Mill is random, so it does not reliably find specific cards
- No recorded combo, starter or payoff evidence
Best use
Graveyard-fuel trap in archetypes that can afford the LP cost. Decks: Greed, Toon, Performapal.
Evidence & gaps
- Verified: Card text: mill 3 from top of Deck, 1000 damage per Spell or Trap sent to the GY this way; Normal Trap; formats TCG, OCG, MasterDuel, DuelLinks; 37 decks, 3 copies in 31 of 37, 15 distinct archetypes
- Observed: Greed 32.4% of sampled decks; Toon 13.5%; top partners such as Performapal Popperup at 83.8% co-occurrence; No combo appearances recorded
- Inferred: Set-slot trap that is usable as GY fuel, with LP cost limiting when it is worth activating; Counter traps can negate it; no counters supplied in evidence
- 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), inclusion % inferred from deck sample only






