Spell
NormalFinal Flame
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3310
Inflict 600 points of damage to your opponent's Life Points.
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






