Rasetsu
FIRE 4

Rasetsu

  • 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.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 6, 2026
44± 6/ 100
Power Score
Intrinsic 46
Deck 42

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











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