Trap
NormalFuse Line
View:
3401
While this card is Set: Target 1 card on the field in this card's column; destroy it.
Fuse Line — Power Evaluation
Final Score: 55 ± 8 · Confidence: Medium
- Intrinsic: 56 · Deck: 54 · Meta: provisional
- Primary role: Removal
Why it scores here
Fuse Line is a set-only trap that destroys one card in its column, so its power is a single, clean, one-for-one removal effect with a narrow target window. It earns points for being cheap to run (one slot, 1.56 average copies, no garnet) and for appearing across 13 archetypes, which supports a real, portable role. It earns no points for combo conversion or card advantage, since the pack has no combo or refuel evidence, and the 34-deck count confirms accessibility rather than strength.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | 34 of the recent decks run it (1.56 copies average) and it is a trap, so it is reachable through the deck, but it must be set in advance and no searcher or draw route is evidenced (verified deck count; route inference). |
| Combo & Conversion | 20 | Text is a removal effect only and no combo boards or starter/payoff stats are supplied, so no conversion beyond the destroy is credited (inferred from text; no combo data). |
| Resource Economy | 45 | A destroy in exchange for one card is an even trade with no refuel or card advantage in the text (verified from card text). |
| Effect & Interaction | 55 | Destroys any one card in its column while Set, which is real but column-limited and Set-only, so it is soft interaction rather than broad removal (verified from card text). |
| Material Utility | 5 | A trap card cannot be used as material and provides no level, attribute, or name body (verified from card type). |
| Resilience & Flexibility | 40 | The effect is a trap effect that can be negated, and column targeting limits where it can be used, though it works across any zone in that column (inferred from text and rules). |
| Deck-Building Efficiency | 80 | One slot, no garnet or lock, and redundant copies are fine at 1–3 copies per deck (observed from deck data copies distribution). |
Calculation
Weight profile: Removal / Negation primary (no secondary role). Intrinsic ≈ 56, Deck ≈ 54, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- One-card removal that can hit any card type in its column, including monsters, Spells and Traps
- Cheap to run: one slot at 1–2 copies, with no garnet or lock
- Portable across 13 archetypes, so the role is not tied to a single home
Weaknesses
- Column-restricted target window: it cannot reach cards outside its column
- Set-only, so it must be set ahead of time and cannot act from hand
- No card advantage: a one-for-one trade with no refuel or search
- No body, so it contributes nothing as material
Counters / choke points
- Negation of the set trap (generic trap interaction; the pack contains no counter evidence)
Best use
Removal: a single set trap to clear one card in a column. Decks: Ghostrick, Altergeist, Mekk-Knights.
Evidence & gaps
- Verified: Card text: set-only, destroys one target card in its column; Card type is Trap; it has no ATK, DEF, or level, so it cannot serve as material; 34 decks run it, 94% in gameplay type 3, with 13 distinct archetypes
- Observed: Copies per deck: average 1.56, max 3 (distribution 17/15/2); Ghostrick appears in 11 of 34 decks (32.4%); Altergeist 14.7%; Mekk-Knights 11.8%
- Inferred: The effect works from the Set zone, so it is castable only after being set; Column targeting gives a narrow window; a one-for-one trade with no card advantage; Removal is a Trap effect and can be negated, which reduces resilience
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) legal copies is empty for all formats no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no rulings or counter-card evidence supplied






