Trap
NormalSolar Ray
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2984
Inflict 600 points of damage to your opponent's Life Points for each face-up LIGHT monster on your side of the field.
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






