Final Destiny
Spell Normal

Final Destiny

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Discard 5 cards from your hand. Destroy all cards on the field.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 9, 2026
48± 8/ 100
Power Score
Intrinsic 50
Deck 47

Final Destiny — Power Evaluation

Final Score: 48 ± 8 · Confidence: Medium

  • Intrinsic: 50 · Deck: 47 · Meta: provisional
  • Primary role: Board breaker · Secondary: Removal

Why it scores here

Final Destiny is a non-targeting mass-destruction Spell whose effect clears the whole field, including the opponent's board. Its power is that interaction, but the cost is five cards discarded from hand and it also destroys your own field, so it is a situational reset rather than a repeatable engine. The score comes from interaction value and deck presence (11 decks across 4 archetypes); the card's high-impact effect does not earn points by itself, and the 5-card hand cost pulls the deck score down.

Axis scores

Axis Score Evidence
Accessibility 45 Castable whenever the hand holds five cards to discard, with 11 decks running it at 1.82 copies on average (observed; the cost makes it a late-game card).
Combo & Conversion 20 No recorded combos, and the text is a board wipe that builds nothing on its own (verified text; no combo evidence).
Resource Economy 10 Discarding 5 cards and destroying the field is a heavy net card loss with no recursion or refuel in the text (verified text).
Effect & Interaction 65 Destroys all cards on the field in one non-targeting activation, a strong flexible reset, though it is symmetric and costly (verified text; inferred strength).
Material Utility 0 A Spell card cannot be used as Link, Xyz, Synchro or Fusion material, so the body contributes nothing here (verified frame type).
Resilience & Flexibility 40 A single-card Spell with no redundancy or recovery; it is a one-shot effect that is usable across the turn only when the hand is large enough (inferred).
Deck-Building Efficiency 35 The five-card discard is a self-brick risk that is awkward to fit in a deck, and it is run at 1 to 3 copies (observed deck distribution; inferred cost).

Calculation

Weight profile: Board breaker / Going-second profile; primary role only, no secondary blend. Intrinsic ≈ 50, Deck ≈ 47, Meta = provisional. Modifiers: Self-brick discard cost (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Non-targeting mass destruction that clears the opponent's entire field in one activation
  • Consistently run in 11 recent decks across 4 archetypes at 1 to 3 copies
  • Clean generic Spell text with no once-per-turn or timing complexity

Weaknesses

  • Five-card hand discard cost makes it dead in most early hands
  • Destroys the player's own field, so it only works when the player's board is expendable
  • Nets a large card disadvantage with no recovery

Counters / choke points

  • Any response that is protected from a board wipe, such as effects that keep cards in the field or stop the destruction
  • Playing around the wipe by holding back board presence

Best use

Board breaker that resets the opponent's field when the hand is large enough to pay the discard cost. Decks: Floowandereeze, Greed, Mathmech. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: discard 5 cards from hand, then destroy all cards on the field; Spell frame type, so it cannot be used as material; Legal in TCG, OCG, MasterDuel and DuelLinks
  • Observed: Present in 11 recent decks, 1.82 copies on average, across 4 archetypes; Partners with Ash Blossom & Joyous Spring and Called by the Grave in 7 of 11 decks each
  • Inferred: Hand-cost discard makes it a late-game, situational card; Mass destruction is strong interaction, but its symmetric cost limits how often it is worth casting
  • Data gaps: No combos supplied, so combo conversion is text-only inference No guides supplied No banlist token, so 3 copies (unlimited) is assumed No usage statistics (StatisticsCard) for archetype inclusion beyond the deck sample











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