points of damage to your opponent's Life Points. You
cannot activate this card if your opponent's Life
Points are 3000 or less.
Type - Spell
Card Number - FET-EN041
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 04.20.05
Meteor of Destruction
This card's like The Forceful Sentry a way -- the
further you get into the game, the worse this card
It's a straight 1,000 burn card -- we haven't seen a
1,000 card you can just straight-out activate
before. However, unlike some of the slightly less
damaging cards (Poison of the Old Man), you can't
use this as a finisher.
There's not much more to say here -- it does 1,000
damage, it can't be used near the end-game...but
there is one little loophole you have with this
...if you activate this card, then chain something
that does damage which drops their LP below 3,000,
this card still works. So, for example, if your
opponnet has BLS-Envoy out, and has 3,500 LPs, you
could play Meteor of Destruction, then chain Ring
onto their BLS and win the game. Remember, the 3,000
mark is only a restriction on ACTIVATION, not
Advanced: 2/5 (better burn cards still)
Limited: 3.75/5 (1,000 damage in a format where each
turn can swing the game? Yes please)
Meteor of Destruction
This is a nice little Spell. I don’t know that I’d
recommend it for every Burner, but it certainly
couldn’t hurt most to try it out. The effect is
simple: Do 1000 damage to your opponent.
This card single-handedly takes out 1/8 of your
opponent’s Life Points which, although it doesn’t
seem like much, can often be the difference between
winning and losing in a Burn Deck. 1000 damage makes
this better than Poison of the Old Man as far as
damage goes (though I’d probably recommend Poison
before this thing, honestly); it certainly makes it
better than Tremendous Fire.
The only caveat is that if you use this, your
opponent’s LP must be above 3000. So drawing this
late-game won’t win the duel for you, and it’s one
of the worst topdecks possible in such a situation.
That aside, drawing this early-game (and probably
mid-game) is much better. For this reason, I
wouldn’t recommend running more than two of these in
most Burners; the odds of drawing one when you can’t
use it are too high.
Should you run it in your Burner? I’d give it a try.
If it doesn’t work for you, just forget it; but you
Traditional – CCCC: 2/5
Traditional – Burn: 3/5
Advanced – CCWC: 2.5/5
Advanced – Burn: 3.5/5
OVERALL RATING: 2.8/5
Meteor of Destruction
Today’s Burn Card is one with a simple effect,
Meteor of Destruction.
Once activated, MoD inflicts 1000 points of damage
to the opponent’s Life Points. As I said, it’s a
simple effect. However MoD has one stipulation; you
can’t activate it if your opponent’s Life Points are
3000 or less. This added effect brings MoD down a
few notches by taking away its opportunity to be the
opponent’s finishing blow. But there is hope for MoD;
it restriction only requires that the opponent have
more than 3000 Life Points when MoD is activated. So
if activate MoD and chain a Ceasefire and/or some
Just Desserts, MoD could be responsible for the
opponent’s demise. Of course I wouldn’t get your
hopes up that this would happen a lot…
Advanced (Burn Deck): 3.5/5. Hope that you draw it
early-mid game, or else it’s going to be a Spell
that’s only good for discards.
Traditional (Burn Deck): 3.5/5. See Advanced.
Overall (Burn Deck): 3.5/5.
Art: 1/5. … It’s a meteor all right…
Inflict 1000 points of damage to your opponent. This
card cannot be used if your opponents lifepoints are
3000 or less.
For those of you who watch the anime, you know Joey
used this against Yugi when he dueled him in Battle
City while brainwashed and under Marik's control. :)
Well, simply put, the last line of text on this card
simply kills it. Why?
This card is best used in threes WHEN your
opponent's lifepoints ARE 3000 or less. Your
opponent is at 3000 or less, play three Meteor of
Destruction and that's game.
However, despite that little hiccup, this card is a
bit more solid than the other two this week. The
fact that this is a magic card helps a bit. It
doesn't rely on a coin flip or being sent to the
graveyard. However, three of these in a heavy burn
deck is still 3000 lifepoints. That's 37.5% of your
Still a solid card for burn, and it could be a
decent side-deck card at least.
1000 lifepoints alone is 12.5% of your opponents
lifepoints and isn't too bad for a single card. As I
said though, this card is best used in multiples,
it's just sad that it can't be used when it has the
Art: 2.5/5 Nothing all that special
You stay classy, Planet Earth :)
Meteor of Destruction
is a Normal Spell card with a built in
restriction: it can’t be used if the opponent’s
LP is less than 3000. Why does this matter?
The rest of the card’s effect is to inflict 1000
LP damage to the opponent. Talk about over
compensation; not only does this prevent you
from using it to finish off your opponent, but
if it doesn’t show up early game, there is a
good chance you won’t be able to use it at all!
Now, there is one good thing about it: they
realized they had set a precedent. As of yet, I
don’t think any “burn” Spell does a flat 1000
damage. Tremendous Fire has a 500 LP
kick back to it. Ookazi does only 800
with no draw backs. Sadly, yes there are more
Normal Spell cards that just do a flat amount of
“burn” damage that is less than 800. Still, if
I must have a normal Spell that inflicts
straight burn damage for a deck, I think you’re
better off hitting myself with 500 damage from
Tremendous Fire or settling for Ookazi.
If you have the option of using something other
than a Normal Spell for burn damage, try
Wave-Motion Cannon (Continuous
Spell), any of a number of Traps, or perhaps the
best replacement: Poison of the Old Man:
it’s a Quick-Play that does your choice of 800
damage to the opponent or giving you 1200 LP.
If you insist on running this, try combining it
with a lot of Quick-Play burn cards and Traps.
Why? Because according to the rulings, this
card only checks your opponent’s LP when you
activate it: should the opponent’s LP drop below
3000 after you use it, it still resolves. Also
consider Serial Spell. That way if they
show up and your opponent still has around
3001-4000 LP, you can make the damage actually
matter. Toss in a Trap like Ceasefire,
Ring of Destruction and/or Quick-Play
Spell like Poison of the Old Man or
triggered effect like Dark Room of Nightmare
and you might barely be able to justify running
1/5-No. I can think of no reason to run it
here, especially given the more chaotic nature
of the game; odds are this will be a dead draw
unless it shows up in the opening hand.
2/5-Barely, since I suppose a single copy
wouldn’t be bad for a Burn oriented deck. Just
remember that since you have to use it early on
and it can’t chain to anything, your opponent
will be more prepared to deal with the damage.
3/5-First, it’s always nice to have a Spell or
Trap just to set and bluff with it. Also, 1000
damage is just more apt to be useful, especially
since LP loss will be gradual unless it is a
Destruction is solid 1000 LP burn that we previously
only saw in Tremendous Fire with a backcost that
turned into 500 LP advantage for the loss of one
card. I'll take Reflect Bounder or Stealth Bird,
This has two things going for it. One being that it
is incredibly solid burn and will help you a lot
considering people are running Delinquent,
Premature, Ring, and, once you have your way, Lava
The other is that this thing is dead after one use,
making it both less efficient and less potent than
Stealth Bird (which is the driving force of burn,
really), and that it is incredibly situational burn
what with you already running 3 Stealth Bird, 3 Wave
Motion Cannon, etc.
So why play it when better cards exist to do the
same purpose, only, as mentioned before, better?