Trap
NormalSecret Blast
View:
5036
Inflict 300 damage to your opponent for each card they control. If this card you control is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent.
Secret Blast — Power Evaluation
Final Score: 51 ± 6 · Confidence: Medium
- Intrinsic: 47 · Deck: 53 · Meta: provisional
- Primary role: Combo enabler · Secondary: Utility
Why it scores here
Secret Blast converts one backrow slot into a scalable damage burst (300 per card the opponent controls, plus 1000 if the opponent destroys it), which is exactly the currency Chain Burn needs: it is a 100%-inclusion, 3-copy core piece of that deck and a recurring co-deck with Secret Barrel, Just Desserts and Ring of Destruction. It earns its score through reliability inside one real strategy and clean deck cost, not through stats, ATK/DEF, rarity or page popularity. It does not earn points for interaction, board building, or material value: it offers no negation or removal, it is card-negative in a vacuum, and as a Trap it is a blank when its effect is stopped. The absence of any combo evidence means the combo/board-side value is text-only inference, which keeps it near the middle of the scale rather than higher.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | A Normal Trap with no archetype searcher, yet 177 of 266 decks run 3 copies (2.51 average) and Trap Trick co-occurs in 50.8% of lists to set and use it the same turn (observed). |
| Combo & Conversion | 40 | No combo appearances are recorded (0 of 0) and the text builds no board or line by itself — it only deals 300 per opponent's card plus a 1000 GY trigger (inferred). |
| Resource Economy | 32 | It spends a card purely for damage without replacing itself, searching, or refueling from the GY (inferred). |
| Effect & Interaction | 20 | The card text contains no negation, removal or disruption — only burn damage — and the second effect merely punishes the opponent for destroying it (verified). |
| Material Utility | 5 | As a Trap Card it has no body, Level or Attribute and cannot be used as material, so it contributes nothing when its effect is negated (verified). |
| Resilience & Flexibility | 38 | Being destroyed by an opponent's card still produces 1000 damage, but it must survive a set turn and is fully blanked by banishing removal such as Cosmic Cyclone or by backrow lockouts (inferred). |
| Deck-Building Efficiency | 65 | No garnet, no lock, no once-per-turn restriction, and 3 copies are the norm, so it is near free-rolling inside a burn shell, though it is close to a dead slot anywhere else (observed). |
Calculation
Weight profile: 0.7 Combo enabler + 0.3 Utility (default); burn trap has no dedicated role row. Intrinsic ≈ 47, Deck ≈ 53, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Core 3-of in Chain Burn: 100% archetype inclusion and 2.51 average copies across 266 decks
- Damage scales with the opponent's board, dealing 300 per card they control on top of Chain Burn link stacking
- Second effect turns removal into 1000 damage, so destroying it is not a clean answer
- Fully generic text with no archetype lock, no once-per-turn clause, and no garnet cost
- Chains naturally with its top partners (Secret Barrel, Just Desserts, Ring of Destruction) and can be fetched by Trap Trick
Weaknesses
- Provides no negation, removal, or any form of interruption — damage only
- Card-negative: it does not replace itself or generate advantage
- Must be set for a turn before use unless a card such as Trap Trick enables it
- The 1000-damage trigger never fires if it is banished instead of destroyed
- Effectively unplayable outside burn-style strategies, so its slots are dead weight in most decks
Counters / choke points
- Cosmic Cyclone (banishes without triggering the 1000 damage)
- Royal Decree / Jinzo / Red Reboot (shut off the Trap entirely)
- Solemn Judgment or other counter traps negating the activation
- Any low-board, low-resource line that keeps its first effect's damage under 600
Best use
Burn payoff in a chained trap package; one of the deck's primary win-condition damage sources. Decks: Chain Burn, Labrynth (trap-heavy burn variants), Timelord burn variants. Suggested copies: 3.
Evidence & gaps
- Verified: Card text: inflict 300 damage for each card the opponent controls; if destroyed by an opponent's card and sent to the GY, inflict 1000 damage; Type is Trap Card / Normal with no archetype and no Attribute, Level, ATK or DEF; Legal in TCG, OCG, Master Duel and Duel Links, with no banlist token in the evidence
- Observed: 266 decks run it, 266 in the main deck, average 2.51 copies, with 177 decks at 3 copies; Chain Burn is the dominant home (16.5% + 12.8% of lists), followed by Labrynth (7.1%), Greed (4.9% + 4.1%), Timelord (4.1%) and Hole (3% + 2.6%); 61 distinct archetypes across the sample and 100% inclusion / 3 typical copies in the Chain Burn StatisticsCard row; Highest co-deck rates are with burn pieces: Secret Barrel 74.4%, Just Desserts 70.3%, Ring of Destruction 68%, Lava Golem 64.7%, Trap Trick 50.8%
- Inferred: Trap Trick (50.8% co-deck) can set it and allow same-turn activation, partially offsetting Trap slowness; Damage-only text means it contributes to effect_interaction only as a win-condition clock, not as disruption; Banishing removal such as Cosmic Cyclone blanks it and prevents both damage clauses
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no per-archetype combo or board data for Chain Burn, so average board power when it resolves is unknown several archetype labels in decks_evidence are duplicated with different ids (Chain Burn, Greed, Hole, Timelord), so distinct-archetype breadth is approximate






