Red-Eyes Burn
Trap Normal

Red-Eyes Burn

  • Archetype:
  • Red-Eyes

  • View:
  • 5054




If a face-up "Red-Eyes" monster(s) you control, except "Red-Eyes B. Chick", is destroyed by battle or card effect: Target 1 of those monsters; both players take damage equal to its original ATK. You can only activate 1 "Red-Eyes Burn" per turn.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 6, 2026
40± 5/ 100
Power Score
Intrinsic 42
Deck 47

Red-Eyes Burn — Power Evaluation

Final Score: 40 ± 5 · Confidence: Medium

  • Intrinsic: 42 · Deck: 47 · Meta: provisional
  • Primary role: Utility · Secondary: Control

Why it scores here

Red-Eyes Burn provides incremental damage value as a Red-Eyes-specific tech card that fires when your monsters are destroyed by battle or card effect, but it offers no card advantage, no combo acceleration, and no disruption of opponent plays. While it sees consistent inclusion in Red-Eyes decks (46% of the evidence sample) and spillover tech in 32 distinct archetypes, its actual impact is modest: it is an unsearchable Normal Trap that rewards a specific condition and deals damage to both players, making it primarily a grind pressure tool rather than a power amplifier. The damage from destroyed Red-Eyes monsters typically ranges 1500–3000 ATK and accumulates slowly, and most non-Red-Eyes decks include it only as a niche option.

Axis scores

Axis Score Evidence
Accessibility 48 It is an unsearchable Normal Trap card appearing in 298 main decks with an average of 1.12 copies per deck, indicating reliable inclusion in Red-Eyes but dependence on natural draw or early setting (observed).
Combo & Conversion 18 The card does not extend combos, summon new monsters, or accelerate plays—it only triggers after monsters are already destroyed, providing damage rather than board progression (verified).
Resource Economy 48 It generates no card advantage, searches, or recursion, only converting destroyed Red-Eyes monster ATK into damage split between both players, maintaining rough parity in card economy (inferred).
Effect & Interaction 12 Red-Eyes Burn provides no negation, removal, or disruption of opponent plays; it only deals passive damage when your own monsters are destroyed, offering no hand-trap or interaction reach (verified).
Material Utility 0 As a Trap Card, it has no ATK, DEF, level, attribute, or summoning type and cannot be used as material for any summon—its utility is entirely effect-based and archetype-specific (verified).
Resilience & Flexibility 42 Once activated, it fires repeatedly once per turn as long as the condition is met, but as a Normal Trap it is vulnerable to spell/trap removal and cannot protect itself or adapt across game zones (inferred).
Deck-Building Efficiency 70 The card imposes no garnet risk, no deck-building restrictions, and is relatively clean to include at 1–2 copies, though its archetype-lock to Red-Eyes and non-searchability limit its universal splashability (observed).

Calculation

Weight profile: Primary role: Utility (default). Intrinsic ≈ 42, Deck ≈ 47, Meta = provisional. Modifiers: Archetype-lock penalty (-3); Non-searchability penalty (-1); Normal Trap speed penalty (-1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Consistent inclusion in Red-Eyes decks (46% of evidence sample, 137 out of 298 decks)
  • Strong synergy with core Red-Eyes support cards (Flare Metal Dragon 93.3%, Insight 88.3%, Fusion 87.2% co-deck rate)
  • Portability across 32 distinct archetypes (useful as tech in Dinowrestler, Bystial, Branded, Archfiend)
  • Clean deck-building slot (no restrictions, no garnet, average 1.12 copies per deck indicates 1 copy is sufficient)
  • Clear and reliable trigger condition (Red-Eyes monster destruction by battle or card effect)

Weaknesses

  • No card advantage, search, or recursion—purely damage-focused with no board development
  • Unsearchable by any Red-Eyes support card (Insight tutors monsters, Fusion tutors fusion materials)
  • Archetype-locked almost exclusively to Red-Eyes; negligible impact in other homes
  • Normal Trap speed is slow and reactive, vulnerable to preemptive spell/trap removal (MST, Cosmic Cyclone)
  • Damage is split between both players (not a guaranteed win condition, only grind pressure)
  • No combo acceleration, board extension, or interruption of opponent plays
  • Limited impact in fast, aggressive metagames where accumulated damage has less relevance

Counters / choke points

  • Spell/trap removal cards (Mystical Space Typhoon, Cosmic Cyclone, Harpies' Feather Duster, Unfinished Business)
  • Graveyard exile effects (banishing destroyed Red-Eyes monsters negates the trigger entirely)
  • Opponent-controlled cards that prevent destruction (Swordsoul Grandmaster Chixiao, destruction negation effects)
  • Fast combo decks that eliminate your monsters before they can be destroyed on-field
  • Decks with high life total that ignore incremental burn damage (Burn matchups, self-healing decks)

Best use

Damage and grind-pressure tool in Red-Eyes; niche tech in secondary archetypes. Decks: Red-Eyes, Dinowrestler, Bystial/Byssted, Branded, Archfiend. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text present and accurate: triggered upon Red-Eyes monster destruction by battle or effect, deals damage equal to original ATK to both players; Included in 298 recent decks (2022–2026 recency window); Trap Card type prevents material usage (no ATK/DEF, no level, no summoning type); Once-per-turn clause explicitly stated in card text; Primary archetype is Red-Eyes (46% of deck sample, 137 decks)
  • Observed: 32 distinct archetypes in deck evidence (high portability across homes); Top 5 co-deck partners are all core Red-Eyes cards (Flare Metal 93.3%, Insight 88.3%, Fusion 87.2%, Black Meteor Dragon 85.6%); Average 1.12 copies per deck with distribution: 1 copy (270 decks), 2 copies (20 decks), 3 copies (8 decks), suggesting 1 copy is optimal; 84.2% of decks running this card are Combo-type gameplay (Red-Eyes is combo-centric archetype); Appearance in non-Red-Eyes archetypes (Dinowrestler 5%, Bystial 4%, Branded 4%) indicates tech usage beyond the primary home
  • Inferred: Card is not searchable by any Red-Eyes support card (Red-Eyes Insight searches Red-Eyes monsters, not traps; Red-Eyes Fusion searches fusion materials); Damage output is dependent on destroyed monster ATK (typically 1500–3000 for core Red-Eyes bodies), limiting consistent burn value; Normal Trap speed (not Quick-Play) limits reactive potential and makes it vulnerable to preemptive trap removal; Archetype-lock to Red-Eyes reduces true generic utility despite high distinct-archetype count in secondary homes; No board extension, combo acceleration, or opponent disruption—purely a consequence-based damage card that rewards destruction condition
  • Data gaps: No combo evidence supplied (0 combos) — combo conversion role inferred from card text only, not observed in real combo lines No usage statistics (StatisticsCard) available — archetype inclusion percentages and typical copies per archetype are inferred from deck sample only, not historical variance across seasons No competitive ranking or top-card context — cannot confirm meta presence or tier placement across formats No guide depth beyond one Vietnamese Red-Eyes guide — no detailed strategist commentary on role or positioning











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