Rising Fire
Spell Equip

Rising Fire

  • Archetype:
  • Salamangreat

  • View:
  • 3528




(This card is always treated as a "Salamangreat" card.) If you control no monsters: Activate this card by targeting 1 FIRE monster in your GY; Special Summon it and equip it with this card. The equipped monster gains 500 ATK. When this card leaves the field, destroy that monster. If this card in your possession is destroyed by an opponent's card effect: You can banish 1 monster on the field. You can only use each effect of "Rising Fire" once per turn.




 
 
AI Power Analysis
RecoveryConfidence: MediumEvaluated Oct 5, 2026
63± 5/ 100
Power Score
Intrinsic 61
Deck 62

Rising Fire — Power Evaluation

Final Score: 63 ± 5 · Confidence: Medium

  • Intrinsic: 61 · Deck: 62 · Meta: provisional
  • Primary role: Recovery · Secondary: Utility, Removal

Why it scores here

Rising Fire is a recovery and recursion tool that revives a FIRE monster from the GY when your field is empty, enabling Salamangreat's synergy loops and multi-turn resilience. The +500 ATK buff and conditional banish effect provide modest board support and opponent interaction, but the activation requirement (no monsters on field) limits its primary use to turn-2 recovery after board breaks. Strong deck inclusion across 9 archetypes and core Salamangreat synergy (79.2% co-appearance with key monsters like Foxy, Sanctuary, and Roar) confirm accessibility and cross-archetype utility, though the absence of combo evidence prevents empirical validation of true board-building power.

Axis scores

Axis Score Evidence
Accessibility 65 Spell card live in hand; searchable via Salamangreat Sanctuary and allies (79.2% co-appearance); activation locked behind empty-board condition limiting use to turn 2 or board-break recovery. (Verified)
Combo & Conversion 62 Summons 1 FIRE monster from GY (+1 presence) and provides +500 ATK, enabling Salamangreat synergy, but combo conversion is text-only inference lacking empirical board-state data. (Inferred)
Resource Economy 58 Revives a GY monster (pseudo-refuel) but loses equipped monster when Rising Fire leaves field, yielding break-even card advantage with no net +1. (Verified)
Effect & Interaction 52 Banishes 1 opponent's monster if Rising Fire is destroyed by opponent's card effect, providing conditional, reactive removal without proactive negation. (Verified)
Material Utility 15 Spell card with no Synchro/XYZ/Link material value; minimal intrinsic material utility. (Verified)
Resilience & Flexibility 60 Survives in hand as Spell; can reactivate on turn 2 if board clears; once-per-turn clause limits multi-turn redundancy. (Verified)
Deck-Building Efficiency 68 Treated as Salamangreat, splashable across 9 archetypes; 1–3 copy distribution (avg 1.42) indicates moderate inclusion, with mild garnet risk when field is full. (Verified)

Calculation

Weight profile: Recovery / Recursion profile. Intrinsic ≈ 61, Deck ≈ 62, Meta = provisional. Modifiers: minor garnet risk (-1); cross-archetype splashability (2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • High splashability across 9 distinct archetypes (treated as Salamangreat).
  • Strong synergy with core Salamangreat monsters (79.2% co-appearance with Foxy, Sanctuary, Roar, Rage, Heatleo, etc.).
  • Conditional banish effect provides opponent interaction when destroyed by opponent's card effect.
  • Recovery tool for board-break scenarios (turn 2 reactivation after going second).
  • Once-per-turn clause prevents over-saturation while still providing turn-2 recovery option.

Weaknesses

  • Activation condition (no monsters on field) is a significant blocker, making the card dead in hand when you have board presence.
  • No card advantage generation (break-even resource economy); reuses GY but loses the revived body when Rising Fire leaves field.
  • Equipped monster is destroyed when Rising Fire leaves field, creating a trap scenario where the revived body is vulnerable to follow-up removal.
  • Combo conversion empirically unmeasured (no combo data); true power and board-building potential in combo lines unknown.
  • Only effective on turn 2 or in recovery scenarios; limited utility in turn-1 combos where Salamangreat typically ends with a full board.

Counters / choke points

  • Spell removal (e.g., Cosmic Cyclone, Harpie's Feather Duster, Tornado Dragon).
  • Graveyard disruption (e.g., Droll & Lock Bird, Ghost Belle & Haunted Mansion, Ash Blossom & Joyous Spring).
  • Opponent's forced monster summoning (locks Rising Fire's activation condition).
  • Board-filling strategies that prevent empty-field scenarios.

Best use

Recovery enabler for empty-board scenarios and turn-2 reactivation. Decks: Salamangreat, Igknight, Gunkan. Suggested copies: 2.

Evidence & gaps

  • Verified: Rising Fire is a Spell card, type Equip, treated as Salamangreat.; Activation condition: If you control no monsters, target 1 FIRE monster in GY, Special Summon and equip.; Destruction clause: When Rising Fire leaves field, destroy equipped monster.; Banish effect: If destroyed by opponent's card effect, banish 1 monster on field.; Once-per-turn on each effect.; Appears in 24 decks across 9 archetypes, primarily Salamangreat (46%, 11/24 decks).; Average copies per deck: 1.42 (distribution: 1 copy in 16 decks, 2 copies in 6 decks, 3 copies in 2 decks).; Top partners are all core Salamangreat cards (Foxy, Sanctuary, Roar, Rage, Heatleo, etc., with 79.2% co-appearance).
  • Observed: Rising Fire appears in 11 Salamangreat decks (46% of 24 total), 3 Igknight, 2 Gunkan, 2 Anti, 2 Solemn, 1 each in Atlantean and other builds.; Distinct archetypes using Rising Fire: 9 (indicating high portability across meta archetypes).; All top 15 partners are Salamangreat archetype cards, with 79.2% co-appearance, confirming core synergy within the archetype.; Gameplay types: 45.8% (11 decks in type 7), 41.7% (10 decks in type 4), 12.5% (3 decks in type 6).
  • Inferred: Activation condition (no monsters on field) makes Rising Fire primarily a recovery card, activated after board breaks or on turn 2.; GY revival synergizes with Salamangreat's tight loops, providing material for Link summons or further synergy chains.; Banish effect provides conditional removal when opponent destroys Rising Fire, useful for reactive interaction.; Cross-archetype appeal (9 archetypes) suggests generic FIRE support utility beyond just Salamangreat.; The +500 ATK buff is marginal and does not drive the card's power; the summoning effect is primary.
  • Data gaps: No combos supplied — combo conversion is text-only inference, cannot empirically verify board power or starting frequency in competitive combos. No guides supplied — human strategy context and role confirmation in meta decks missing. No usage statistics (StatisticsCard) — archetype inclusion % and typical copy count inferred from 24-deck sample only, not from historical / seasonal statistics. No banlist token — assumed unlimited (3 copies); actual banlist status in TCG, OCG, MasterDuel, DuelLinks unknown.











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