Trap
NormalSecret Barrel
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5514
Inflict 200 damage to your opponent for each card in their hand and for each card they control.
Secret Barrel — Power Evaluation
Final Score: 54 ± 7 · Confidence: Medium
- Intrinsic: 48.5 · Deck: 55.8 · Meta: provisional
- Primary role: Boss/End-board · Secondary: Utility
Why it scores here
Secret Barrel reliably converts one drawn Normal Trap into direct damage that scales with the opponent's hand and field, typically a 600-1600 life-point swing in the burn shells that play it, and it is played in 400 of 400 sampled decks in the main deck at 2.23 copies on average. What keeps it in the mid range is real but narrow: near-zero deckbuilding cost, a Trap Trick fetch route (41.8% co-deck), and heavy co-decking with the burn package (Just Desserts 49.5%, Secret Blast 46.8%, Ceasefire 40.2%, Chain Strike 38.5%). Its 0 ATK/DEF is irrelevant here and earns nothing, but so does its lack of any disruptive effect: it has no negation, removal, or interaction, and as a Trap it cannot be used as material, both of which are scored low. It is a payoff/finisher card rather than a starter, and because combo data contains zero appearances, its conversion value is inferred from text rather than measured.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | It is an ordinary main-deck Normal Trap, run in 400/400 sampled decks (avg 2.23 copies) and additionally fetchable/settable with Trap Trick (41.8% co-deck). (observed) |
| Combo & Conversion | 45 | On its own it converts one trap into roughly 600-1600 damage instead of building a board, and with 0 combo appearances its payoff scale is text-only inference. (inferred) |
| Resource Economy | 48 | It is roughly card-neutral burn: one trap traded for one lump of damage, with no draw, refuel, recursion, or ongoing advantage. (verified) |
| Effect & Interaction | 5 | The card text contains no negation, removal, or disruption of the opponent's plays - it only lowers their life total. (verified) |
| Material Utility | 5 | As a Trap it can never be Normal Summoned or used as material, though it imposes no lock or restriction on the rest of the deck. (verified) |
| Resilience & Flexibility | 55 | It does not target so it dodges target protection, and as a Normal Trap it is unaffected by hand traps such as Ash Blossom, but backrow removal or a Counter Trap before activation blanks it and its damage collapses when the opponent has few cards in hand/field. (inferred) |
| Deck-Building Efficiency | 80 | A single generic main-deck slot with no cost, no archetype lock, no garnet, and duplicates are not bricks (3 copies in 214 of 400 decks). (observed) |
Calculation
Weight profile: 0.7 Boss/End-board + 0.3 Utility. Intrinsic ≈ 48.5, Deck ≈ 55.8, Meta = provisional. Modifiers: Compact generic trap (1). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Generic Normal Trap: no archetype requirement, no cost, no lock, legal in TCG/OCG/Master Duel/Duel Links.
- Damage scales with the opponent's hand plus field, so it is strongest exactly when the opponent has committed resources (commonly 600-1600 damage).
- Core damage piece of the Chain Burn shell (100% inclusion at 3 copies in usage statistics) with direct co-deck synergy with Just Desserts (49.5%), Secret Blast (46.8%), Ceasefire (40.2%) and Chain Strike (38.5%).
- Additional route via Trap Trick (41.8% co-deck), which sets it straight from the deck.
- Does not target, so it sidesteps target protection and target-negation; as a Normal Trap it is not answerable by common hand traps.
Weaknesses
- Zero interaction: it cannot stop or answer anything the opponent does, it only shortens the clock.
- Damage is entirely dependent on the opponent's hand/field size, so it is weak against low-resource boards or after the opponent empties their hand.
- Vulnerable to backrow removal and Counter Traps before it ever resolves.
- A -1 in card-advantage terms: one trap for one burst of damage with no follow-up value.
- Not a starter or extenders - it does nothing to establish or rebuild a board.
Counters / choke points
- Backrow removal before activation (Lightning Storm, Cosmic Cyclone, Harpie's Feather Duster).
- Counter Traps such as Solemn Judgment, and Red Reboot-style trap-hate.
- Playing out your hand and keeping the field small, which drives the damage toward zero.
- Life-gain and damage-mitigation effects that put the burn line out of lethal range.
- Answering the surrounding burn cards (Chain Strike, Just Desserts) so the chain never reaches lethal.
Best use
Burn payoff / finisher damage in a trap-based damage shell. Decks: Chain Burn, Labrynth, Burn/Stall. Suggested copies: 3.
Evidence & gaps
- Verified: Card text: Normal Trap that inflicts 200 damage to the opponent for each card in their hand and for each card they control.; Card identity: id 4681, passcode 27053506, no archetype, Trap/Normal, 0 ATK / 0 DEF, legal in TCG/OCG/Master Duel/Duel Links.; It has no negation, removal, targeting, or board-building text, and as a Trap it cannot be used as material.
- Observed: 400 of 400 sampled decks run it, all in the main deck, at 2.23 copies on average (3 copies in 214 decks, 2 in 65, 1 in 121).; Spread across 77 distinct archetypes, led by Labrynth (16.5%), Chain Burn (9.8% and 8.8%), Greed (6% and 5.5%) and Unchained (5.5%).; usage statistics: Chain Burn includes it in 100% of lists at 3 copies.; Top co-deck partners are burn/backrow pieces: Pot of Extravagance 55.2%, Lava Golem 50%, Just Desserts 49.5%, Secret Blast 46.8%, Ring of Destruction 44.2%, Trap Trick 41.8%, Ceasefire 40.2%, Chain Strike 38.5%.; combo data contains 0 appearances, 0 starter role, 0 material role and no examples.; top-card data: top-card status false, no ranking rows in any format.
- Inferred: Against a typical mid-game hand plus field it converts one drawn trap into roughly 600-1600 damage, with the count read at resolution (so chaining it late maximises output).; Trap Trick provides an additional practical route to set it directly from the deck, which softens the cost of not drawing it.; Because damage depends on the opponent's resources, it is weakest against low-resource boards and after the opponent empties their hand.; Its resilience comes from being non-targeting and hand-trap-proof, while backrow removal or a Counter Trap before activation blanks the card.
- Data gaps: no combos supplied - combo conversion is text-only inference no banlist token - assumed 3 copies (unlimited) legal copies is empty for every format, so per-format copy limits are unconfirmed usage statistics covers only one archetype (Chain Burn), so historical inclusion across other homes is unknown no dated metagame sample - meta power is null/provisional archetype labels in deck data appear duplicated (e.g. Chain Burn 572/320, Greed 1059/981, Labrynth 790/791), so the archetype spread may be over-counted






