Final Flame
Spell Normal

Final Flame

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Inflict 600 points of damage to your opponent's Life Points.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
42± 8/ 100
Power Score
Intrinsic 40
Deck 42

Final Flame — Power Evaluation

Final Score: 42 ± 8 · Confidence: Medium

  • Intrinsic: 40 · Deck: 42.5 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Final Flame is a plain Normal Spell that deals 600 damage to the opponent, so its value is a fixed finishing or chip-damage payoff rather than board or card advantage. It is a live card in the opening hand only when drawn, and it converts to damage with no search, cost, or material step. The high deck count (116 decks, 3 copies in 99 of them across 20 archetypes) confirms it is a reliable generic staple, but frequency does not raise the score. No combo evidence exists, so the score rests on the card text and deck placement.

Axis scores

Axis Score Evidence
Accessibility 45 Drawn by normal draw only, with no searcher in the evidence; 3 copies in 99 of 116 decks (observed, deck stat).
Combo & Conversion 25 Its only effect is 600 direct damage; no combo boards or starter stats are supplied (verified text, no combo data).
Resource Economy 30 One card for 600 damage with no draw, refuel, or recursion, so it is roughly card-neutral (verified text).
Effect & Interaction 5 No negation, removal, or disruption on the opponent's side (verified text).
Material Utility 0 A Spell card cannot be used as material or as a body (verified text).
Resilience & Flexibility 35 A spell with no board presence, so it only survives if it resolves; it has no recovery route in the evidence (inferred).
Deck-Building Efficiency 65 Common, 3-copy generic card with no locks or garnet cost; frequently run across many homes (observed, deck stat).

Calculation

Weight profile: Utility / no clear role (default), no secondary blend. Intrinsic ≈ 40, Deck ≈ 42.5, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Direct 600 damage that bypasses the board
  • Generic and portable across 20 archetypes
  • Three copies run in most decks with no garnet cost

Weaknesses

  • No board presence or card advantage
  • Dead when drawn early in a game where damage is not the goal
  • No combo role in recorded boards

Counters / choke points

  • Spell-negation effects on the opponent's side
  • Life-point gain that offsets the 600 damage

Best use

Utility finisher / chip damage. Decks: Greed, Hole, Exodia, Madoor. Suggested copies: 3.

Evidence & gaps

  • Verified: Text: inflicts 600 damage to the opponent's Life Points; Formats: TCG, OCG, MasterDuel, DuelLinks; Spell card, no cost or search clause in text
  • Observed: 116 decks run it; 3 copies in 99 of them (decks_evidence); Present in 20 distinct archetypes; 79.3% of decks in gameplay type 6; Top partners include Fissure and Pot of Greed (co-occurrence only)
  • Inferred: Generic finisher or chip-damage role; Accessibility depends on draw, since no searcher is supplied
  • 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











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