Sunset Beat
Spell Continuous

Sunset Beat

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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.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
47± 8/ 100
Power Score
Intrinsic 46
Deck 48

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











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