Fire Cracker
FIRE 4

Fire Cracker

  • ATK:
  • 1700

  • DEF:
  • 200

  • View:
  • 4051




(Quick Effect): You can discard this card; inflict 1000 damage to your opponent, and if you do, skip your next Draw Phase. You can only use this effect of "Fire Cracker" once per turn. Each time your opponent takes effect damage, place 1 counter on this card. Once per turn, during the End Phase: Remove all counters from this card that were placed by its effect, and if you do, inflict 300 damage to your opponent for each.




 
 
AI Power Analysis
Hand trapConfidence: MediumEvaluated Oct 9, 2026
52± 8/ 100
Power Score
Intrinsic 48
Deck 54

Fire Cracker — Power Evaluation

Final Score: 52 ± 8 · Confidence: Medium

  • Intrinsic: 48 · Deck: 54 · Meta: provisional
  • Primary role: Hand trap · Secondary: Utility

Why it scores here

Fire Cracker is a hand-only discard effect: it converts a card in hand into 1000 damage and skips your own next Draw Phase, with no negation and no board presence. Its value sits in the interaction-suite slot (152 recorded decks, usually alongside Ash Blossom and Infinite Impermanence) rather than in any combo line, and the self-skipped draw is a real cost the score reflects. High ATK and the Fiend Level 4 body earned almost nothing, since the card is almost never on the field.

Axis scores

Axis Score Evidence
Accessibility 65 Live as a Quick Effect from hand in 152 decks at an average of 1.95 copies, but there is no searcher or combo evidence to draw it out (observed deck count, inferred live-in-hand) — weaker than a searchable card.
Combo & Conversion 15 Card text produces 1000 damage with no board output, and combos_evidence is empty, so conversion is text-only inference.
Resource Economy 10 Discarding the card is a pure -1 and the skipped own Draw Phase is a further self-cost, with only the 1000 damage in return (verified card text).
Effect & Interaction 30 No negation or removal; the damage and skip-draw are a soft, once-per-turn disruption that the opponent can play around (inferred from text).
Material Utility 30 Level 4 Fiend effect monster, but it is discarded rather than held on field, so its material value is minor and mostly theoretical (verified text, inferred use).
Resilience & Flexibility 40 Hand-only quick effect that is not dependent on board state, but discard cost and single-use per turn limit redundancy (inferred).
Deck-Building Efficiency 80 No garnet or lock, 1 to 3 copies, and it fits in a 40-card hand slot with other interaction, so it is cheap to run (observed deck copies, inferred splash cost).

Calculation

Weight profile: 0.7 Hand trap + 0.3 Utility. Intrinsic ≈ 48, Deck ≈ 54, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Live from hand in a large sample of decks (152) with recurring Ash Blossom and Infinite Impermanence partners
  • Cheap to run: no garnet, low copy count, low deck-building cost
  • Quick Effect that can be used on the opponent's turn for flexible timing

Weaknesses

  • Discard cost makes it a pure -1 card before the 1000 damage is counted
  • Skipping your own next Draw Phase is a real self-cost
  • No negation or removal; damage is soft interaction
  • Little board presence, so resilience against negation is low

Counters / choke points

  • Negation or an effect the opponent can respond to with a hand trap
  • Opponent simply ignoring the damage and playing on, since it is a soft effect

Best use

Hand trap / utility disruption. Decks: Interaction-heavy Mathmech, Resonators, Greed and Book Of decks where a hand-based damage response fits. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: discard as cost, 1000 damage to opponent, skip your own next Draw Phase, once per turn; Deck sample: 152 decks, 1.95 average copies per deck; Legal in TCG, OCG, MasterDuel and DuelLinks
  • Observed: Top partners are interaction cards such as Ash Blossom and Infinite Impermanence
  • Inferred: Soft disruption that can be played around; Low board presence and minor material value because the card is discarded
  • 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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