Trap
NormalRising Energy
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2522
Discard 1 card, then target 1 face-up monster on the field; that target gains 1500 ATK until the End Phase.
Rising Energy — Power Evaluation
Final Score: 33 ± 7 · Confidence: Medium
- Intrinsic: 34 · Deck: 34 · Meta: provisional
- Primary role: Utility · Secondary: Combat trick
Why it scores here
Rising Energy is a situational combat trick that requires an existing board and costs a card to provide a one-turn ATK boost. The card offers no combo generation, limited disruption, and pure negative card economy, making it reliant on specific deck synergies like the discard engines in Greed and Exodia to justify inclusion. Its presence in 8 niche decks with zero recorded combos reflects its role as a contingency play rather than a core engine piece.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | Card is easily included in any deck as a main-deck Trap but requires setup and reactive activation, present in 5 distinct archetypes confirming moderate niche accessibility (observed). |
| Combo & Conversion | 8 | Zero recorded combo appearances and no synergistic chain building; the card requires an existing monster and provides only a temporary ATK buff with no follow-up (verified). |
| Resource Economy | 28 | Discard 1 card cost with no return; pure −1 card advantage unless activated in a discard-synergy home like Greed or Exodia (verified). |
| Effect & Interaction | 12 | No opponent disruption or negation; primarily self-beneficial ATK boost for damage push or defense, minimal reactive counterplay (inferred). |
| Material Utility | 5 | Trap card frame cannot be used as Synchro, Xyz, or Link material; no level, attribute, or type synergies (verified). |
| Resilience & Flexibility | 45 | Can be activated once per set across multiple turns if threats persist, but single-use per set and vulnerable to negation with no recovery route (inferred). |
| Deck-Building Efficiency | 35 | Niche inclusion in Exodia, Greed, and Mask builds only; generic combat trick is not splashable due to situational utility and low impact in non-discard decks (observed). |
Calculation
Weight profile: Utility (default role, no clear combo role). Intrinsic ≈ 34, Deck ≈ 34, Meta = provisional. Modifiers: Small deck sample (-2); Zero combo presence (-1); Discard deck synergy (2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Flexible activation window (can be used on your turn or opponent's)
- Fits naturally into discard-synergy decks like Greed and Exodia
- Simple, clear effect with no complex interactions or rulings ambiguity
Weaknesses
- Negative card economy (−1 card with no return outside discard synergies)
- Requires an existing monster on field to have any effect
- One-turn duration only; temporary boost with no lasting board presence
- Zero combo synergy or contribution to combo lines
Counters / choke points
- Negation of Trap Card activation (e.g., Ash Blossom & Joyous Spring, Imperial Order)
Best use
Contingency combat trick for damage push or defensive boost. Decks: Greed, Exodia, Mask. Suggested copies: 1.
Evidence & gaps
- Verified: Trap Card type, Normal frame; card text is 'Discard 1 card, then target 1 face-up monster on the field; that target gains 1500 ATK until the End Phase'; Run in 8 main-deck copies across 5 distinct archetypes (Greed, Exodia, Mask, Elementsaber, uncategorized); 1 copy per deck (consistent inclusion pattern); Top partners are Greed staples (Dark Factory of Mass Production, Mystic Tomato) and Exodia pieces (all 4 limbs, Exodia the Forbidden One)
- Observed: Deck frequency: 8 decks out of recent sample (6.25%); Archetype distribution: Exodia (2 decks), Greed (2 decks), Mask (2 decks), Elementsaber (1 deck), uncategorized (1 deck); Recency: latest deck 2025-06-13; oldest 2023-05-20; Co-deck frequency with Exodia/Greed pieces: 75–87.5%
- Inferred: Primary role is Utility/Combat trick (inferred from text: temporary ATK boost with discard cost, no combo chains); Negative resource economy by default; synergizes with discard-heavy decks to recover card advantage indirectly; Accessibility depends on deck archetype; high in Greed/Exodia (discard synergy), low in others; No combo contribution (inferred: does nothing to develop board, requires existing monster)
- Data gaps: No combos supplied — combo conversion is text-only inference No guides supplied — no expert commentary on use cases or synergies No banlist token — assumed 3 copies (unlimited) No usage statistics (StatisticsCard) — archetype inclusion % inferred from 8-deck sample only Small deck sample (8 decks) — limits confidence in metagame representation






