Spell
NormalStorm
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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.
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






