Hypernova Burst
Spell Normal

Hypernova Burst

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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.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
43± 6/ 100
Power Score
Intrinsic 43
Deck 43

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)











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