Solar Ray
Trap Normal

Solar Ray

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Inflict 600 points of damage to your opponent's Life Points for each face-up LIGHT monster on your side of the field.




 
 
AI Power Analysis
UtilityConfidence: Medium
34± 6/ 100
Power Score
Intrinsic 35
Deck 34

Solar Ray — Power Evaluation

Final Score: 34 ± 6 · Confidence: Medium

  • Intrinsic: 35 · Deck: 34 · Meta: provisional
  • Primary role: Utility

Why it scores here

Solar Ray is a Normal Trap that converts exactly one thing: 600 damage per face-up LIGHT monster you control, so its power is pure burn reach rather than board development. It generates no card advantage and no disruption and is a -1 in card terms, which is why resource economy and effect interaction sit near the floor. The 8-deck sample across 6 archetypes confirms it is a playable but niche finisher in LIGHT-heavy builds (Watt, Harpie), not a combo or control piece. Its 0/0 stats and Trap frame are irrelevant to the score; nothing here outranks its slow, conditional, low-impact effect.

Axis scores

Axis Score Evidence
Accessibility 45 Normal Trap with no archetype lock, but it requires face-up LIGHT monsters and usually must sit set for a turn before firing; 8 decks run it with 4 at the max 3 copies (verified).
Combo & Conversion 18 It appears in 0 of the recorded combo boards and builds nothing on its own, adding no material or board presence (observed).
Resource Economy 20 It spends one card to deal damage and returns no advantage, search, or refuel (verified).
Effect & Interaction 8 It provides no removal, negation, or disruption of the opponent's plays, only Life Point burn (verified).
Material Utility 5 As a Trap it cannot be used as material and supplies no body, Level, or Attribute for a summon (verified).
Resilience & Flexibility 28 Immune to hand traps once set, but any Spell/Trap removal answers it and it only functions while LIGHT monsters stay face-up (inferred).
Deck-Building Efficiency 40 A cheap 1-to-3 slot pick with no locks or garnets, though it demands a live LIGHT-monster board to be worth it (inferred).

Calculation

Weight profile: Utility / no clear role (default profile). Intrinsic ≈ 35, Deck ≈ 34, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Archetype-free Normal Trap that any LIGHT-heavy deck can slot in
  • Scales with the number of face-up LIGHT monsters, so it can close games as a finisher
  • Immune to hand traps once it is set, so it is hard to stop on the turn it fires

Weaknesses

  • Generates no card advantage or board presence and is effectively a -1 in cards
  • Requires face-up LIGHT monsters on your own field to do anything
  • Slow: as a Normal Trap it usually needs a full turn set before it can be used
  • Offers no disruption, removal, or negation of the opponent's plays

Counters / choke points

  • Mystical Space Typhoon and any Spell/Trap removal
  • Cosmic Cyclone, Twin Twisters, or Lightning Storm on the set card
  • Removing or flipping the LIGHT monsters face-down before it resolves
  • Denko Sekka / anti-Trap lockouts while it is set

Best use

Situational burn finisher in a LIGHT-monster deck. Decks: Watt, Harpie, LIGHT burn/stall builds. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: inflict 600 damage to the opponent for each face-up LIGHT monster on your side of the field; It is a Normal Trap with no archetype and 0 ATK / 0 DEF; It cannot be used as material and produces no card advantage (pure burn)
  • Observed: 8 decks run it, all in the main deck, averaging 2 copies with a max of 3; It appears across 6 distinct archetypes, most often Watt and Harpie (2 decks each); It appears in 0 recorded combo boards with no starter/material/payoff role; Frequent partners are LIGHT/thunder and burn-support cards (Honest, Lumenize, Thunder Sea Horse, Watt monsters)
  • Inferred: Requires a live LIGHT-monster board, so it is only worth running in LIGHT-heavy builds; Being a Normal Trap, it generally needs a turn set before it can fire; Any Spell/Trap removal answers it before resolution
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no metagame sample, so meta_power is null











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