Arrivalrivals
Spell Quick

Arrivalrivals

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During the Battle Phase: Immediately after this effect resolves, Normal Summon 1 monster. You can only activate 1 "Arrivalrivals" per turn.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Oct 8, 2026
49± 8/ 100
Power Score
Intrinsic 47
Deck 51

Arrivalrivals — Power Evaluation

Final Score: 49 ± 8 · Confidence: Medium

  • Intrinsic: 47 · Deck: 51 · Meta: provisional
  • Primary role: Extender

Why it scores here

Arrivalrivals is a one-copy Quick-Play that converts one card into one Normal Summon during the Battle Phase, so its value is a single extra body rather than a board engine. The deck evidence confirms a real, cross-archetype role: 28 recent decks run it at roughly one copy each, most of them Floowandereeze builds, and it spreads across 11 distinct archetypes. No combo, guide, or usage-statistics evidence exists, so the combo and resilience scores rest on text inference. High deck counts raise accessibility and deckbuilding cost scores but do not lift the effect, interaction, or material axes.

Axis scores

Axis Score Evidence
Accessibility 55 Run in 28 of 28 sampled decks at about one copy each, across 11 archetypes; live when drawn but no starter or searched-route data (observed deck count, inferred live-ness).
Combo & Conversion 45 Text gives one Normal Summon in the Battle Phase, which is one extra body with no recorded board examples (inferred from text, no combo evidence).
Resource Economy 45 Spends one card to put one monster onto the field, so card count is roughly neutral with no refuel or draw (inferred from text).
Effect & Interaction 5 The card has no negation, removal, or hand-trap effect in its text (verified from card text).
Material Utility 10 It is a Spell Card and provides no monster body as material (verified from card type).
Resilience & Flexibility 35 A single Spell with one copy per deck and no recovery, so one spell negate or lack of Battle Phase timing ends its use (inferred from text and deck copies).
Deck-Building Efficiency 75 One copy in most decks, spread across 11 archetypes, with no garnet or self-lock text (observed from deck evidence and verified from text).

Calculation

Weight profile: Extender primary; no secondary role blend. Intrinsic ≈ 47, Deck ≈ 51, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Appears in 28 recent decks across 11 archetypes, so it is not tied to one home
  • Single-copy, no garnet or self-lock, cheap to run
  • Adds a Normal Summon during the Battle Phase, converting one card into one body

Weaknesses

  • No combo evidence, so board conversion is text-only and unverified
  • No effect interaction or material value
  • Timing limited to the Battle Phase and one copy per turn

Counters / choke points

  • Generic spell negation (inferred; no interaction data in evidence)

Best use

Battle Phase extra body / Normal Summon extender. Decks: Floowandereeze. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Battle Phase activation, Normal Summon 1 monster, once per turn; Card type: Quick-Play Spell with no effect interaction; Deck count 28, one copy average 1.11, 11 distinct archetypes
  • Observed: Floowandereeze archetype present in 15 of 28 decks (53.6%); Pot of Duality and Floowandereeze engine cards among top partners at 60–68% co-occurrence
  • Inferred: Extra body on Battle Phase converts one card into one monster; Spell negation is the main realistic counter
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so inclusion is from the deck sample only no banlist token, so 3 copies assumed legal











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