Minefield Eruption
Trap Normal

Minefield Eruption

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Inflict 1000 damage to your opponent for each face-up "Mine Golem" on your side of the field. After that, destroy all face-up "Mine Golem"(s) on your side of the field.




 
 
AI Power Analysis
Finisher/PayoffConfidence: MediumEvaluated Oct 7, 2026
32± 6/ 100
Power Score
Intrinsic 28
Deck 34

Minefield Eruption — Power Evaluation

Final Score: 32 ± 6 · Confidence: Medium

  • Intrinsic: 28 · Deck: 34 · Meta: provisional
  • Primary role: Finisher/Payoff · Secondary: Utility

Why it scores here

Minefield Eruption is a Mine Golem payoff designed to finish games by converting accumulated golems on your field into direct damage (1000 per golem), then self-destructing those golems in the process. The card provides zero resource generation, no opponent disruption, and cannot function without heavy archetype setup, making its utility entirely dependent on Mine Golem-centric strategies. With only two Greed decklists in evidence and zero combo data confirming practical effectiveness in real board sequences, the score reflects a specialized finisher with clear mechanics but unproven reliability at competitive scale.

Axis scores

Axis Score Evidence
Accessibility 35 Available as a Normal Trap set in Greed decks, but its value depends entirely on having multiple Mine Golems alive on field (observed from deck data showing 100% Greed inclusion and Mine Golem partnership).
Combo & Conversion 25 Zero combos supplied; text describes a one-time payoff (1000 damage per golem) that consumes your own board pieces rather than extending plays (inferred from description and absence of combo_examples).
Resource Economy 20 Destroys your own Mine Golems after damage calculation with no search, draw, or recursion component—a net loss of the bodies you assembled (verified from effect text and inferred from archetype mechanics).
Effect & Interaction 5 Only affects your own field to deal direct damage; zero opponent interaction, no negation, removal, or disruption capability (verified from description).
Material Utility 0 Trap Card cannot serve as tribute, monster material, or XYZ food; zero utility when negated or when Mine Golems are absent (inferred from card type and rule structure).
Resilience & Flexibility 30 Can be set proactively, but as a Normal Trap it is vulnerable to negation (Ash Blossom, Imperial Order); recovery only through Greed archetype recursion if available (inferred from trap speed mechanics).
Deck-Building Efficiency 35 Greed decks commit all 3 copies, confirming in-archetype value, but entirely dead without the archetype and consumes mainboard slots that could flex to other tools (observed from deck data: 100% at max copies).

Calculation

Weight profile: 0.6 × Boss/End-board + 0.4 × Utility (finisher role with heavy archetype dependency). Intrinsic ≈ 28, Deck ≈ 34, Meta = provisional. Modifiers: none. Final formula: 0.40 × Intrinsic (28) + 0.60 × Deck (34) = 32

Strengths

  • Confirmed Mine Golem synergy: all 2 Greed decks run 3 copies (100% inclusion)
  • Rapid damage finisher if golems survive: scales damage with board state (1000 × count)
  • Unambiguous, clean effect text with no timing ambiguity or ruling disputes

Weaknesses

  • Requires multiple Mine Golems alive on field—setup-heavy and fragile to opponent disruption
  • Self-destructing board effect prevents continuation; one-turn payoff only
  • Isolated to single archetype with zero crossover utility (only Greed in deck evidence)
  • Normal Trap speed, vulnerable to trap negation (Ash Blossom, Imperial Order, etc.)
  • Zero combo evidence or competitive game data; unclear if Mine Golem boards reach critical mass

Counters / choke points

  • Trap negation (Ash Blossom & Joyous Spring, Imperial Order, Borreload Fusion)
  • Monster removal/disruption before activation (prevents Mine Golem survival)
  • Opponent field wipes during setup phase (destroys golems before Minefield can activate)

Best use

Finisher/payoff for Mine Golem-heavy boards. Decks: Greed. Suggested copies: 3.

Evidence & gaps

  • Verified: Effect text: inflicts 1000 damage to opponent per face-up Mine Golem on your field, then destroys all such golems (from card description); Card type: Normal Trap, cannot be activated from hand in response to opponent moves (from card frame); Deck commitment: exactly 3 copies in each of 2 Greed decklists (from deck data.copies per deck); Mine Golem partnership: appears in 100% of sampled decks running this card (from top partners)
  • Observed: Greed archetype: 100% of 2 sampled decks run this card at 3 copies (from deck data); Zero combo board appearances across all recorded combo sequences (from combo data.total combos); Single archetype representation in deck sample (from archetypes in deck data)
  • Inferred: Requires setup of 2+ Mine Golems for OTK potential (from effect: 1000 damage × count, assuming 4000+ damage needed to win); One-turn payoff design: destroys your own board after resolving (from effect text 'destroy all'); Trap-speed vulnerability: can be negated before activation or blanked by opponent disruption (from Normal Trap mechanics); Finisher/payoff role rather than combo linker or extender (from effect structure and zero combo data)
  • Data gaps: No combos supplied—combo conversion is text-only inference; cannot confirm if Mine Golem boards realistically build 3+ golems No guides supplied—no human context on role, consistency, or win conditions in practice No banlist data—assumed 3 copies (unlimited); −2 to −5 modifier would apply if Limited or Forbidden No usage statistics (StatisticsCard)—archetype inclusion % inferred from 2-deck sample only (extreme variance, non-representative) Microscopic deck sample (2 decks, 1 archetype)—cannot generalize to broader metagame or competitive viability No top-card ranking or tournament appearance data—Greed's competitive standing unknown No game data on Mine Golem survival frequency—cannot assess realistic activation rate in practical play











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