Fire Darts
Trap Normal

Fire Darts

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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.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
38± 6/ 100
Power Score
Intrinsic 36
Deck 38

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











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