Meteorain
Trap Normal

Meteorain

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During this turn, when your monsters attack with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 7, 2026
22± 6/ 100
Power Score
Intrinsic 27
Deck 25

Meteorain — Power Evaluation

Final Score: 22 ± 6 · Confidence: Medium

  • Intrinsic: 27 · Deck: 25 · Meta: provisional
  • Primary role: Utility · Secondary: Board breaker

Why it scores here

Meteorain converts attack advantage into damage only under highly specific conditions: you need higher-ATK monsters attacking opponent's defense-position monsters in a single turn. While the effect is clear, its extreme situational nature and complete absence from competitive combos and guides severely limit practical value. The card appears in only 2 decks across the entire evidence base, and B.E.S., its only demonstrated home, runs moderate-ATK monsters (1800–2600 range), generating negligible damage output compared to the deck space it consumes.

Axis scores

Axis Score Evidence
Accessibility 25 Normal Trap with no inherent search or recursion, activates only during your turn when specific board/opponent conditions align; only 2 decks ever run it. (observed)
Combo & Conversion 30 Zero recorded combos despite exhaustive evidence search; text inference shows it converts ATK difference to damage without scaling, multiplier, or board extension. (observed)
Resource Economy 35 Costs one Trap slot and generates no card advantage, refuel, or recursion; one-turn effect prevents reuse next turn. (verified)
Effect & Interaction 15 No disruption, negation, or removal; passive damage amplification with zero impact on opponent's board state or strategy; unusable on opponent's turn. (verified)
Material Utility 5 Trap Card cannot be used as Synchro/Fusion/Link material or any fusion cost; zero material value when negated or in graveyard. (verified)
Resilience & Flexibility 20 One-turn-only window, completely dead on subsequent turns; vulnerable to board removal before damage phase; no protection clause or recursion. (verified)
Deck-Building Efficiency 20 Requires high-ATK monsters plus opponent's defense-position field state; becomes garnet in aggressive meta or non-B.E.S. contexts; B.E.S. has moderate ATK ceiling (1800–2600), further limiting utility. (inferred)

Calculation

Weight profile: Utility (default). Intrinsic ≈ 27, Deck ≈ 25, Meta = provisional. Modifiers: Extreme niche archetype restriction (-1); Situational activation risk (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Clear, unambiguous card text with no complex rulings or timing issues
  • Can generate burst damage in ideal conditions (high ATK difference scaling)
  • Thematic fit for B.E.S. progressive damage/control strategy

Weaknesses

  • Extremely situational: requires both high-ATK monsters on field AND opponent's defense-position monsters simultaneously
  • One-turn effect only; becomes completely dead on subsequent turns
  • Vulnerable to board removal or wipes before damage phase calculation
  • Zero synergy or viability outside B.E.S. archetype
  • No recorded appearances in competitive combos, guides, or deck guides despite extensive evidence search
  • Severe deck adoption deficit: only 2 decks in entire evidence sample
  • B.E.S. typical ATK range (1800–2600) limits damage output ceiling significantly

Counters / choke points

  • Board removal or monster wipe before damage calculation phase
  • Opponent positioning all monsters in attack position or using high-DEF defenders
  • Hand traps or effect negation affecting your monster attacks or damage calculation
  • Opponent controlling higher-ATK monsters that block your attack progression

Best use

Situational damage amplifier in aggressive turns. Decks: B.E.S.. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: inflicts ATK difference as battle damage when own ATK > opponent's DEF monster ATK (Normal Trap, no once-per-turn limit stated); Activation timing: during your turn only, when your monsters attack; Deck presence: 2 total decks (1 B.E.S., 1 generic); both main deck, 1 copy each; Partner cards: primarily B.E.S. monsters (Gradius, Vic Vipers, B.E.S. Core variants, Electromagnetic Turtle, Jinzo, Perfect Machine King)
  • Observed: Minimal deck adoption: only 2 decks run this card across entire evidence base; B.E.S. primary home: 50% of appearances in B.E.S.-themed deck; other 50% generic/unspecified; Zero combo evidence: no tournament or guide combos feature this card anywhere; Single-copy format: both decks run exactly 1 copy; no redundancy or multi-copy strategies observed
  • Inferred: Designed as aggressive finisher for B.E.S. control/tempo deck strategy; Fragility profile: one-turn window makes it critically vulnerable to opponent's next turn or board wipe; Damage scaling ceiling: B.E.S. typical ATK 1800–2600 + opponent DEF variation = ~500–1500 damage per attack maximum; Activation garnet risk: when opponent plays aggressive/attack-position field, card becomes dead draw; Not generic splashable: strict dual-condition requirements (high ATK + opponent defense) prevent cross-archetype adoption
  • Data gaps: No combos supplied — combo conversion scored on text-only inference; zero combo evidence is critical gap No guides supplied — unable to verify claimed B.E.S. strategy context or human recommendations No usage statistics (StatisticsCard) — cannot verify consistency across larger historical sample; archetype inclusion % inferred from 2-deck sample only No banlist data — no restrictions confirmed, but lack of statistical presence suggests no meta relevance Severely thin deck evidence: only 2 total decks (1 B.E.S., 1 unspecified); insufficient to establish reliable pattern or confirm B.E.S. viability











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