Spell
ContinuousSunset Beat
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2333
If a face-up monster you control is changed to face-down Defense Position: You can target 1 card on the field; destroy it. If a Flip monster(s) you control is flipped face-up, even during the Damage Step: You can target 1 of them; inflict damage to your opponent equal to its Level x 200. You can only use each effect of "Sunset Beat" once per turn.
Sunset Beat — Power Evaluation
Final Score: 47 ± 8 · Confidence: Medium
- Intrinsic: 46 · Deck: 48 · Meta: provisional
- Primary role: Utility · Secondary: Removal
Why it scores here
Sunset Beat is a Continuous Spell whose two effects only fire on narrow triggers: a face-up monster you control being changed to face-down Defense Position (destroy 1 card), and a Flip monster being flipped face-up (damage equal to its Level x 200). Its deck footprint is real (38 decks, 81.6% in gameplay type 7, mostly Subterror shells, 1.82 copies on average), but there are no combo or guide records showing it converting resources into board. The score reflects a cheap, low-slot, conditional utility card with no card advantage and no material value; its ATK/DEF and popularity contributed nothing.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Easy to run as a 1-copy slot and live in the Subterror decks listed, but it is a Continuous Spell that needs a trigger, with no searcher or starter data in the evidence (inferred). |
| Combo & Conversion | 35 | Text gives a conditional destruction and a Level x 200 burn, but no recorded boards show it building anything (inferred). |
| Resource Economy | 30 | One targeted destruction and one damage effect with no draw, search, or recursion, so roughly even at best (verified). |
| Effect & Interaction | 40 | Can destroy any card on the field, but only after a narrow face-down-DEF change condition, so it is situational interaction (verified). |
| Material Utility | 5 | Spell card with no material role (verified). |
| Resilience & Flexibility | 45 | Stays on the field and carries two once-per-turn effects, but it is vulnerable to spell/trap removal and has no redundancy evidence (inferred). |
| Deck-Building Efficiency | 80 | Single slot, no garnet, no self-lock, and 1-3 copies per deck (observed). |
Calculation
Weight profile: Utility / no clear role (default) profile; secondary Removal not blended because no combo or deck evidence shows removal use. Intrinsic ≈ 46, Deck ≈ 48, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Cheap single-slot card that fits into 38 sampled decks with 1-3 copies each
- Two effects give both a removal option and a damage option, and each is limited to once per turn
- Fits the Subterror shell (partners such as Called by the Grave and Terrors in the Hidden City appear in 60%+ of its decks)
Weaknesses
- Both triggers are narrow and depend on a specific monster state
- No card advantage, search, or recursion
- No combo evidence showing it contributing to a board
Counters / choke points
- Spell and trap removal can clear it from the field
- Opponents who avoid turning face-up monsters face-down or flipping them limit its triggers
Best use
Utility Continuous Spell: conditional removal and damage support in Subterror-style decks. Decks: Subterror, Enneacraft.
Evidence & gaps
- Verified: Continuous Spell with two once-per-turn effects (text); 38 sampled decks, copies distribution 1:16, 2:13, 3:9; Partners and archetype split from deck data
- Observed: 81.6% of decks are gameplay type 7; Subterror-heavy archetype split; Zero combo appearances
- Inferred: Trigger conditions make it situational in practice; Limited resilience once on the field
- 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






