Storm
Spell Normal

Storm

  • View:
  • 6166




Destroy as many Spell/Trap Cards you control as possible, then destroy as many Spell/Trap Cards your opponent controls as possible, up to the number of cards destroyed by this effect.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 8, 2026
57± 6/ 100
Power Score
Intrinsic 57
Deck 57

Storm — Power Evaluation

Final Score: 57 ± 6 · Confidence: Medium

  • Intrinsic: 57 · Deck: 57 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Removal / Negation

Why it scores here

Storm is a generic Spell/Trap wipe: it converts a board of backrow into a clean slate, and its value depends on how much Spell/Trap the opponent controls. It is mandatory on your own side first, so it trades evenly at best and can cost you cards. The 400-deck sample (393 at one copy) confirms it is a practical staple, but that frequency adds only to accessibility and deckbuilding cost, not to power. Its high-level stats earned no points; the score rests on the removal anchor and the single-copy slot.

Axis scores

Axis Score Evidence
Accessibility 55 Single copy in 393 of 400 decks across 33 archetypes, but it is not a searcher and has no starter evidence (observed).
Combo & Conversion 35 Only one recorded board (power_index 68) with no role_in_combo and disruption 0; it does not build a board on its own (observed).
Resource Economy 30 Destroys your own Spell/Trap first, then an equal number of opponent cards, so it is a symmetric trade with a self-cost (verified from text).
Effect & Interaction 60 Strong mass removal of Spell/Trap cards from both sides, but it reaches no monsters and is only as good as the backrow present (verified from text).
Material Utility 5 A Spell card cannot be used as Xyz/Link/Synchro material, so this is zero material value (verified from text).
Resilience & Flexibility 40 A single activation that one negation or a board with no Spell/Trap can blank; no redundancy inside the card itself (inferred).
Deck-Building Efficiency 85 One slot, no garnets or locks, splashable and cheap to include in the 400-deck sample (observed).

Calculation

Weight profile: 0.7 Board breaker / Going-second + 0.3 Removal / Negation. Intrinsic ≈ 57, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Destroys opposing Spell/Trap, including set backrow, in one activation
  • Single-copy slot, included in 393 of 400 sampled decks
  • Generic across 33 archetypes, so it is portable between homes

Weaknesses

  • Mandatory destruction of your own Spell/Trap first, so it can cost you cards
  • Hits Spell/Trap only, not monsters
  • Dead when no Spell/Trap is on the field and it is only a cost

Counters / choke points

  • Negating the activation
  • A board with no Spell/Trap for it to hit

Best use

Board breaker / Spell-Trap removal. Decks: Meklord, Evil Eye, Abyss Actors, Raidraptor, Lunalight. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: destroys as many own Spell/Trap as possible, then up to an equal number of opponent Spell/Trap; Spell card: no material use; Single copy in 393 of 400 sampled decks
  • Observed: Gameplay type 3 in 383 of 400 decks (95.8%); One recorded combo appearance with power_index 68 and no role_in_combo tags; Top partners Mystical Space Typhoon (42.8%) and Book of Moon (35.2%)
  • Inferred: Trades evenly at best because of the mandatory self-destruction; Value rises when the opponent controls several Spell/Trap cards
  • Data gaps: No usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only Only one combo appearance, so combo conversion rests on a single board No rulings or banlist data for TCG, OCG or Master Duel formats (only DuelLinks legal copies) No role_in_combo tags, so the starter/payoff role is unconfirmed











https://metaduelist.com/
Top