Spell
QuickFire King Sky Burn
Archetype:
Fire King
View:
5431
Target an equal number of "Fire King" monsters you control and cards your opponent controls; destroy them. If a "Fire King" card(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use 1 "Fire King Sky Burn" effect per turn, and only once that turn.
Fire King Sky Burn — Power Evaluation
Final Score: 65 ± 8 · Confidence: Medium
- Intrinsic: 64 · Deck: 66 · Meta: provisional
- Primary role: Removal / Negation
Why it scores here
Fire King Sky Burn is a Quick-Play that destroys opponent cards equal in number to the Fire King monsters you control, so its output scales with your own board and is strongest when a Fire King board is already out. Its score comes from accessibility (it sits in all 400 sampled decks at about 1.6 copies each, with Fire King partners at 100%) and from its interaction value, not from any stat line. The GY banish replacement adds some protection for Fire King monsters against card-effect destruction. Because there is no combo evidence, the combo and resource scores rest on text inference and are held in the middle range.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Present in 400 of 400 sampled decks at an average of 1.62 copies, a quick-play that is live in hand, but no searcher route is evidenced (observed for deck presence, inferred for liveness). |
| Combo & Conversion | 62 | No recorded boards exist, so conversion is text-only: the destruction count scales with Fire King monsters on board, which is inferred rather than observed (inferred). |
| Resource Economy | 55 | A 1-for-N removal with no draw or recovery in the text; the GY banish replacement avoids a loss but is not a refuel (verified from text, scored as inferred). |
| Effect & Interaction | 72 | Destroys up to as many opponent cards as you have Fire King monsters, which is strong when the board is set up (verified from text; strength inferred). |
| Material Utility | 10 | A Spell card with no material or Level value, so it contributes no material body (verified). |
| Resilience & Flexibility | 58 | The once-per-turn limit and the need for Fire King monsters on board are real constraints, partly offset by the GY banish replacement (verified from text, weighting inferred). |
| Deck-Building Efficiency | 62 | Runs at 1 to 2 copies in most decks and is a single-archetype-aligned card, so it is cheap to include; the garnet cost is limited to the Fire King theme (observed for copy counts, inferred for cost). |
Calculation
Weight profile: Primary role Removal / Negation; no secondary role blended. Intrinsic ≈ 64, Deck ≈ 66, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Scales with the Fire King board it sits in, so the removal count grows with the deck's own monsters
- Live in hand as a Quick-Play across 400 sampled decks and several archetypes
- The GY banish replacement protects Fire King monsters from card-effect destruction
Weaknesses
- Needs Fire King monsters on the field to be worth more than a single removal
- Limited to once per turn, and the opponent's removal count is capped by your own monster count
- No recorded combo boards, so the combo-conversion read is inference only
Counters / choke points
- Generic spell negation or responses that remove the activation window
- Opponent boards with few cards, where the destruction count gains little (inferred)
Best use
Removal, used to clear opponent cards in a Fire King board line. Decks: Fire King (archetype 1336), Fire King (archetype 750), Fire King (archetype 1272). Suggested copies: 1.
Evidence & gaps
- Verified: Effect text: destroys opponent cards equal in number to Fire King monsters you control, once per turn; Card type is a Quick-Play Spell with no material or Level value; Present in 400 of 400 sampled decks
- Observed: Average of 1.62 copies per deck; Fire King partners at 100% co-occurrence in the sampled decks
- Inferred: Live in hand and strong when the Fire King board is set up; Costs are cheap because copy counts stay at 1 to 2
- Data gaps: No combos supplied, so combo conversion is text-only inference No banlist token, so 3 copies are assumed legal_copies is empty, so per-format legality is unknown No metagame sample, so meta_power is null






