Trap
ContinuousMinor Goblin Official
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3144
You can only activate this card when your opponent's Life Points are 3000 or less. Inflict 500 points of damage to your opponent's Life Points during each of his/her Standby Phases.
Minor Goblin Official — Power Evaluation
Final Score: 27 ± 5 · Confidence: Medium
- Intrinsic: 32 · Deck: 32 · Meta: provisional
- Primary role: Removal · Secondary: Utility, Control
Why it scores here
Minor Goblin Official is a highly conditional burn finisher that only activates when the opponent's Life Points drop below 3000, severely restricting its accessibility to late-game burn scenarios. The card delivers modest, unavoidable damage (500 per opponent standby phase) but does not disrupt opponent plays, enable new strategies, or generate card advantage. Its appearance in only 6 recent decks—exclusively Chain Burn and burn-adjacent strategies—confirms it is a niche tool for specialized archetypes rather than a generally powerful card. As a trap card with no summoning mechanics, it offers zero material utility and no flexible deployment options across turns.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | Activation restricted to opponent LP ≤ 3000, making it unplayable in early game and only viable in dedicated burn strategies; 6 decks run it exclusively in burn archetypes (Verified). |
| Combo & Conversion | 5 | Does not build combos, extend plays, or enable new strategies; functions purely as passive damage once on field (Verified). |
| Resource Economy | 40 | Provides conditional 500–1000 damage over 1–2 opponent standby phases in typical games; modest burn value with no hand refuel or card advantage (Inferred). |
| Effect & Interaction | 25 | Applies unavoidable damage but does not negate, remove, or stop opponent plays; conditional late-game activation limits disruptive range significantly (Verified). |
| Material Utility | 0 | Continuous trap card with no summoning mechanics; cannot serve as fusion, synchro, link, or other material; zero value when negated (Verified). |
| Resilience & Flexibility | 30 | Trap type resists targeting but can be destroyed; activation condition is inflexible and gates usage to a narrow opponent life-total window (Inferred). |
| Deck-Building Efficiency | 25 | Highly niche with zero combo evidence and no archetype redundancy; only appears in burn-focused strategies as a specialist slot tax (Observed). |
Calculation
Weight profile: Removal / Negation primary role. Intrinsic ≈ 32, Deck ≈ 32, Meta = provisional. Modifiers: Severe archetype niche (-3); Conditional activation gate (-2). Final formula: 0.40*Intrinsic + 0.60*Deck = 32; modifiers applied: −5 for severe niche gating and conditional activation
Strengths
- Unavoidable passive damage once activated; opponent cannot stop standby-phase burns
- Synergizes with other chain/burn cards (Chain Strike, Magic Cylinder, Gravedigger's Trap Hole)
- Clear, simple card text with no complex timing
Weaknesses
- Activation restricted to late-game (opponent LP ≤ 3000); unplayable opening/mid-game
- Zero combo synergy; does not enable new strategies or build boards
- Cannot be used as material; trap type offers no utility when blanked
- Highly niche; only viable in burn-specialized decks
- Does not disrupt opponent plays; pure damage with no interaction
Counters / choke points
- Trap destruction (Mystical Space Typhoon, Twin Twisters, Harpie's Feather Duster)
- Trap bounce (Wulf Lightsworn Shining, Knightmare Phoenix)
- Early game finish before opponent reaches ≤3000 LP threshold
Best use
Late-game burn finisher in burn-focused decks. Decks: Chain Burn, Burn strategies.
Evidence & gaps
- Verified: Card activates only when opponent LP ≤ 3000; Inflicts 500 damage per opponent standby phase while on field; Continuous trap card with no material/summoning mechanics; Legal in TCG, OCG, MasterDuel, DuelLinks formats; Does not build combos or enable new strategies
- Observed: Appears in 6 recent decks (2022-10-2023-10) with average 1.67 copies; Exclusively in burn-focused archetypes (Chain Burn 33%, Blackwings 33%, unarch 33%); Top card partners are all burn/damage cards (Chain Strike, Magic Cylinder, Gravedigger's Trap Hole); Only 3054 page views—low popularity metric
- Inferred: Primary role: Removal/LP-removal finisher in burn strategies; Accessibility severely limited by activation condition (late-game only); No generic utility; burn-specific text limits multi-archetype adoption; Niche deck tool requiring burn support infrastructure
- Data gaps: No combo evidence supplied (0 boards) — combo conversion is text-only inference No strategy guides provided — no human meta context on burn strategies No banlist token — assumed unlimited (3 copies per deck) No usage statistics (StatisticsCard) — archetype inclusion % based on 6-deck sample only Small deck sample size (6 total) limits confidence in archetype distribution






