FIRE
4Rasetsu
ATK:
1500
DEF:
1900
View:
3015
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up: You can reveal 1 Spirit monster from your hand, except "Rasetsu", then target 1 face-up Attack Position monster your opponent controls; return that target to the hand. You cannot Special Summon during the turn you activate this effect.
Rasetsu — Power Evaluation
Final Score: 44 ± 6 · Confidence: Medium
- Intrinsic: 46 · Deck: 42 · Meta: provisional
- Primary role: Removal / Negation · Secondary: Material body
Why it scores here
Rasetsu is a soft-removal piece that bounces opponent's Attack Position monsters back to hand, providing situational disruption at a cost. The card is playable across diverse decks (11 recorded homes including Psy-Frame and Spirit Monsters) but functions mainly as a one-turn tech option rather than a combo engine piece. Its low ATK, mandatory end-phase return, and inability to Special Summon limit its offensive value and board persistence, while the requirement to reveal a Spirit monster from hand restricts its flexibility outside Spirit-focused strategies.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Can be Normal Summoned in 11 decks across 8 archetypes but competes for the Normal Summon slot and requires hand resources, earning 45 rather than higher due to the summoning restriction (verified) |
| Combo & Conversion | 18 | Zero recorded combo appearances and no multi-turn board generation capacity; the one-turn effect generates no advantage beyond a single bounce (verified) |
| Resource Economy | 25 | The reveal cost plus one-turn bounce equals rough resource parity with no refuel or recursion, yielding 25 rather than 50 due to the temporary nature and hand cost (inferred) |
| Effect & Interaction | 52 | Bounces face-up Attack Position monsters to hand as soft disruption, but only affects Attack Position and lasts one turn, scoring 52 for situational interaction (verified) |
| Material Utility | 38 | Level 4 Fairy body usable as generic Synchro/Link material but low ATK and the Spirit summoning restriction limit its appeal, scoring 38 rather than 50 because it is playable but awkward (observed) |
| Resilience & Flexibility | 32 | Mandatory end-phase return to hand and the Special Summon restriction on activation create a one-turn window; mostly played as 1-ofs in decks show low redundancy (observed) |
| Deck-Building Efficiency | 55 | Run as mostly 1-ofs across 8 archetypes with mild deck-building costs; the Spirit requirement and Normal Summon slot competition prevent higher scores (observed) |
Calculation
Weight profile: 0.75 × Removal + 0.25 × Material body. Intrinsic ≈ 46, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40 × Intrinsic + 0.60 × Deck
Strengths
- Hand bounce disruption that reverses momentum and returns itself for reuse
- Pairs strongly with Spirit monsters (Aratama 90.9%, Dark Dust Spirit 81.8% co-occurrence)
- Splashable across multiple archetypes (8 distinct homes recorded)
- Tech flexibility with low deck-space cost (mostly 1-ofs)
Weaknesses
- Cannot be Special Summoned, forcing deck-building around Normal Summon slots
- Only targets face-up Attack Position monsters; Defense Position targets are safe
- Mandatory end-phase return limits board presence to a single turn
- Requires a Spirit monster in hand to activate, restricting non-Spirit usage
- Special Summon restriction on activation turn creates tempo problems
- Weak body stats (1500 ATK / 1900 DEF) provide minimal material value
Counters / choke points
- Monsters in Defense Position avoid the bounce effect entirely
- Targeting prevention effects (Infinite Impermanence, etc.)
- Normal Summon disruption effects
- Going second without Attack Position monsters to target
Best use
Secondary disruption in Spirit-focused control strategies. Decks: Spirit Monsters, Shinobird, Psy-Frame. Suggested copies: 1.
Evidence & gaps
- Verified: Cannot be Special Summoned per card text; Returns to hand at End Phase of activation turn (mandatory); Bounces face-up Attack Position monsters to hand via optional reveal cost; Played in 11 recorded decks across 8 distinct archetypes; Zero combo appearances in recorded boards (combo data.total combos = 0); Mostly run as 1-ofs, occasionally as 3-ofs (avg 1.36 copies per deck)
- Observed: Strongest presence in Psy-Frame (27.3%, 3 decks) and Spirit Monsters (18.2%, 2 decks); 90.9% co-occurrence with Aratama and 81.8% with Dark Dust Spirit in deck samples; Tech presence across non-Spirit archetypes (Code Talker, Burning Abyss, Ice Barrier, Steelswarm); No usage statistics available (StatisticsCard rows absent)
- Inferred: Bouncing Attack Position monsters provides soft board disruption; Mandatory end-phase return limits persistence to one turn of play; Level 4 Fairy body is usable as generic Synchro/Link material when unblocked; Reveal requirement in hand restricts activation in non-Spirit decks without secondary Spirit support; Special Summon restriction on activation turn creates tempo cost beyond the single bounce; 1-of prevalence suggests tech role rather than core engine piece
- Data gaps: No combos supplied — combo conversion is text-only inference without board evidence No guides supplied — strategic context and archetype roles undocumented No banlist token — assumed 3 copies unlimited in all formats No usage statistics (StatisticsCard) — broader archetype inclusion percentage unknown beyond 11-deck sample No explanation for Psy-Frame tech usage (27% of sample decks) — synergy undocumented






