Meteor Flare
Trap Normal

Meteor Flare

  • View:
  • 2958




Activate by sending 2 cards from your hand to the Graveyard while your opponent has more than 3000 Life Points. Inflict 2000 damage to your opponent. If this card is in the Graveyard, you can add it to your hand instead of conducting your normal draw during your Draw Phase.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Oct 7, 2026
35± 8/ 100
Power Score
Intrinsic 39
Deck 37

Meteor Flare — Power Evaluation

Final Score: 35 ± 8 · Confidence: Medium

  • Intrinsic: 39 · Deck: 37 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Recovery/Recursion

Why it scores here

Meteor Flare is a niche burn enabler that mills resources while dealing fixed 2000 damage, fitting primarily into Chain Burn as a combo piece rather than a standalone threat. The card's high hand cost (2 cards) and opponent LP condition (>3000) limit its accessibility and flexibility outside specific burn strategies. While it offers delayed draw refuel via its GY effect, the modest damage output and lack of board setup or negation prevent it from exceeding mid-range utility. The absence of any recorded combo boards and appearance in only four decks reflects its limited metagame penetration.

Axis scores

Axis Score Evidence
Accessibility 35 Requires hand cost and >3000 LP opponent condition; found in only 4 decks across the sample (verified)
Combo & Conversion 40 Text produces 2000 fixed damage and hand-to-GY milling with no board setup; zero recorded combo appearances (verified)
Resource Economy 35 Costs 2 hand cards upfront with delayed +1 draw refuel from GY, netting −2 cards initially (verified)
Effect & Interaction 45 2000 damage provides soft burn pressure but not hard control; condition weakens late game (inferred)
Material Utility 5 Trap card with no inherent level, attribute, or link value; cannot serve as material (verified)
Resilience & Flexibility 40 One-shot activation unless milled; GY recursion provides multi-turn utility but condition-dependent (verified)
Deck-Building Efficiency 40 Niche archetype-specific card appearing in Chain Burn only; average 1.5 copies per deck, not splashable (observed)

Calculation

Weight profile: 0.7 Combo enabler + 0.3 Recovery/Recursion. Intrinsic ≈ 39, Deck ≈ 37, Meta = provisional. Modifiers: Niche burn archetype only (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Synergizes with burn chain cards (Lava Golem, Chain Detonation, Ring of Destruction)
  • Offers delayed draw refuel via GY recursion effect
  • Mills two cards as a side effect, enabling GY-based strategies
  • Runs in established chain burn archetype with proven deck history

Weaknesses

  • High hand cost (2 cards) for modest 2000 damage output
  • Opponent LP condition (>3000) becomes increasingly dead as game progresses
  • No board setup, negation, or disruption value outside burn chains
  • Trap type limits accessibility and makes it vulnerable to backrow removal
  • Zero presence in modern combo boards; niche archetype with tiny metagame footprint

Counters / choke points

  • Backrow removal (e.g., Mystical Space Typhoon, Twin Twisters)
  • Opponent LP reduction to ≤3000 (nullifies activation)
  • Deck mill or graveyard disruption (prevents GY recursion value)

Best use

Burn damage enabler with secondary draw replacement. Decks: Chain Burn. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Activate by sending 2 cards from hand to GY while opponent >3000 LP, inflict 2000 damage; if in GY, add to hand instead of normal draw; Appears in 4 decks; 50% in Chain Burn archetype; top partners are all burn/damage cards; Damage output is fixed 2000; cost is 2 hand cards; GY refuel is +1 draw replacement
  • Observed: Chain Burn is the primary home (2/4 decks, 50%); Consistent synergy with burn combo pieces (Lava Golem, Chain Detonation, Ring of Destruction); Average 1.5 copies per deck; max 3 copies in one Chain Burn list
  • Inferred: Combo conversion is modest: 2000 fixed damage serves as one piece in a burn chain, not a board generator; The >3000 LP condition is less restrictive early game but becomes dead late game when opponent is burned low; Trap type and hand cost make it less resilient than permanent burn effects; vulnerable to backrow removal and hand disruption; Material utility is negligible; Trap cards have no level, attribute, or inherent link value
  • Data gaps: Zero combo appearances; combo conversion is text-only inference with no board evidence Zero guide mentions; archetype role confirmed only by deck sample and top partners No StatisticsCard rows; archetype inclusion % drawn from 4-deck sample only (very small) No banlist token; assumed unlimited (3 copies per format) Only 4 decks in sample; primarily niche Chain Burn archetype; generalization risk is high











https://metaduelist.com/
Top