Trap
NormalFire Darts
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2806
Activate only while you have no cards in your hand. Roll a six-sided die 3 times, and inflict damage to your opponent equal to the sum of the die rolls × 100.
Fire Darts — Power Evaluation
Final Score: 38 ± 6 · Confidence: Medium
- Intrinsic: 36 · Deck: 38 · Meta: provisional
- Primary role: Utility
Why it scores here
Fire Darts is a reach-damage trap: it converts an empty hand into roughly 1,050 expected damage (3d6 × 100), so its value is as a finisher, not as board or interaction. It gives no opponent interaction, cannot be material, and returns nothing after it resolves, so its score is held down by the hand-empty activation condition and the one-for-one cost. The seven decks running it confirm it is a practical late-game pick in Greed and Ojama shells, not that it is strong; no combo or guide evidence supports a higher combo or interaction score.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Set trap that needs an empty hand to activate, so it is live only in late-game spots; 7 decks run it, with 4 distinct archetypes (observed, inferred). |
| Combo & Conversion | 35 | Text gives a direct damage output of about 1,050 on average (3d6 × 100) and nothing else; no combo evidence was supplied (verified, inferred). |
| Resource Economy | 35 | Costs one card and returns no card advantage; the damage is the only payoff (verified). |
| Effect & Interaction | 10 | Damage only, with no negation, removal or hand-trap reach (verified). |
| Material Utility | 0 | Trap card, so it cannot be used as material (verified). |
| Resilience & Flexibility | 30 | A set trap is exposed to backrow removal and negation, and the random roll gives an uneven result (inferred). |
| Deck-Building Efficiency | 40 | The hand-empty condition restricts when it can be used and reduces its slot value, though it is cheap to run in the 1–3 copies seen (verified, observed). |
Calculation
Weight profile: Utility default (no secondary role). Intrinsic ≈ 36, Deck ≈ 38, Meta = provisional. Modifiers: severe brick restriction (hand-empty activation) (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Reliable direct damage of about 1,050 on average once activated
- Cheap to run, with 1–3 copies seen in each deck
- Can be run across several archetypes (Greed, Ojama, Exodia, and one unnamed build)
Weaknesses
- Requires an empty hand, which is hard to meet in the mid-game
- Gives no interaction, card advantage or board presence
- Random damage (3d6) gives a wide outcome range
Counters / choke points
- Backrow removal or negation of the set trap
- Opponent keeping cards in hand so the empty-hand condition is never met
Best use
Late-game finisher or reach-damage trap in hand-empty situations. Decks: Greed, Ojama, Exodia. Suggested copies: 1.
Evidence & gaps
- Verified: Activation requires no cards in hand; Damage is 3d6 × 100, about 1,050 on average; Card is a trap, so it cannot be material; 7 decks run it, with copies averaging 1.71
- Observed: Run in 4 distinct archetypes, led by Greed at 42.9%; Run mostly at 1–3 copies
- Inferred: Its value is as a late-game finisher rather than a mid-game interaction piece; Its practical access depends on the hand being empty
- 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






