Spell
NormalHypernova Burst
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3017
Banish, face-down, from your hand and/or face-up field, 2 monsters that cannot be Normal Summoned; draw 2 cards. You can only activate 1 "Hypernova Burst" per turn.
Hypernova Burst — Power Evaluation
Final Score: 43 ± 6 · Confidence: Medium
- Intrinsic: 43 · Deck: 43 · Meta: provisional
- Primary role: Utility · Secondary: Recovery/Recursion
Why it scores here
Hypernova Burst is a hand-or-field card-cycler: it banishes two monsters that cannot be Normal Summoned and draws two. Its value is converting two dead bodies into two fresh cards, not board presence or interaction. The score rests on modest accessibility (9 sampled decks, all single-copy, across 8 archetypes) and a cheap single-copy slot, but it earns almost nothing from effect interaction (none) or material utility (it is a Spell). Its ATK-free, text-only evaluation carries no combo evidence, so the combo axis stays at a cautious 40.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Live only when two valid Normal-Summon-restricted targets sit in hand or on the field; 9 decks run one copy each across 8 archetypes (observed, with no starter/searched data to confirm access) (observed). |
| Combo & Conversion | 40 | Draw 2 is a fixed payoff, but no recorded boards exist to show what it builds toward; the conversion is text-only (inferred). |
| Resource Economy | 55 | Hand goes from 3 cards to 2 (the spell plus two monsters become two drawn cards), a net -1 that is acceptable only because the banished monsters are typically dead (inferred from text). |
| Effect & Interaction | 5 | No opponent-facing interaction; the banish is self-directed (verified from text). |
| Material Utility | 0 | Spell card, so it is never material and cannot convert when blanked (verified from text). |
| Resilience & Flexibility | 35 | A single spell that a spell negation ends; it is not a multi-zone or multi-turn resource (inferred from text). |
| Deck-Building Efficiency | 60 | One slot, one copy, no garnets or locks; the only restriction is the name-based once-per-turn clause (verified from text and deck copies). |
Calculation
Weight profile: 0.7 Utility + 0.3 Recovery/Recursion. Intrinsic ≈ 43, Deck ≈ 43, Meta = provisional. Modifiers: Self-locking target restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Draws 2 for a pair of monsters that would otherwise be dead cards in hand
- Single copy with no garnet or lock cost
- Live across 8 archetypes in the sample, with Infernoid and Snake-Eye partners
Weaknesses
- Requires exactly two valid Normal-Summon-restricted targets, which narrows its live hands
- Net -1 card count, so the value depends on the banished monsters being dead
- No effect interaction or board presence
Counters / choke points
- Spell negation (general, not evidenced in the pack)
Best use
Hand-cycler that turns dead Special-Summon-only monsters into two cards. Decks: Infernoid, Snake-Eye, Diabellstar. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: banish two monsters that cannot be Normal Summoned from hand and/or face-up field, draw 2, name-based once per turn; Spell card; 9 of 9 sampled decks run one copy in the main deck
- Observed: Runs across 8 archetypes and 5 co-occurring partners in the deck sample; Gameplay type 7 in 88.9% of sampled decks
- Inferred: Converts dead Special-Summon-only monsters into two cards; Net -1 card count is worthwhile only when the banished monsters would otherwise be dead; Low live rate in hands lacking two valid targets
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard) available no top-card ranking context (top-card status false, no rankings) no banlist token supplied; assumed 3 copies (unlimited)






