Flowerdino
EARTH 4

Flowerdino

  • ATK:
  • 2000

  • DEF:
  • 0

  • View:
  • 4167




Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can only use each of the following effects of "Flowerdino" once per turn. If you activate a Trap Card or effect, or your opponent activates a Spell Card or effect: You can Special Summon this card from your hand. If this card is sent to the GY: You can target 3 banished Spells/Traps; place them on the bottom of the appropriate Deck(s) in any order, then draw 1 card.




 
 
AI Power Analysis
Recovery / RecursionConfidence: MediumEvaluated Oct 9, 2026
57± 8/ 100
Power Score
Intrinsic 57
Deck 56

Flowerdino — Power Evaluation

Final Score: 57 ± 8 · Confidence: Medium

  • Intrinsic: 57 · Deck: 56 · Meta: provisional
  • Primary role: Recovery / Recursion · Secondary: Extender

Why it scores here

Flowerdino is a 2000-ATK Level 4 body that does not earn points for its stats. Its value comes from two conditional effects: it Special Summons itself from hand when a Trap is activated by its controller or a Spell is activated by the opponent, and from the GY it banishes-to-bottom up to 3 banished Spells/Traps to draw 1 card, which is a repeatable recycle-and-draw loop. It does not negate or remove anything, and no recorded boards show it converting into a board, so combo conversion stays low. Its strong deck footprint (39 decks, 87% main, 1.33 average copies, most with Dinomorphia partners) confirms it is a dependable, cheap, practical role-player rather than a boss-level threat.

Axis scores

Axis Score Evidence
Accessibility 62 Hand Special Summon needs a Trap activation or an opponent Spell activation, and it appears in 39 decks with 18 of them Dinomorphia, so access is practical but conditional (observed/inferred).
Combo & Conversion 35 No recorded combo boards exist (combo data total 0), so conversion is text-only: a self-summon plus a 1-card draw, with no evidence of a larger board (inferred).
Resource Economy 60 The GY effect draws 1 for a cost-free target of banished Spells/Traps, giving a repeatable +1 card with recycling of banished S/T (verified from text; the repeat rate is inferred).
Effect & Interaction 20 No negation, removal, or disruption in the text; it only puts a body on the field in response to a Spell or Trap (verified from text).
Material Utility 45 A Level 4 EARTH Dinosaur body is a usable material, but no combo or deck evidence shows it being used as material (inferred).
Resilience & Flexibility 60 Works from hand and from the GY, with two independent once-per-turn effects in different zones (verified from text; resistance to interaction is inferred).
Deck-Building Efficiency 75 Average 1.33 copies in a 39-deck sample, with no garnet or lock and easy to run in a single copy (observed).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Extender (Recovery/Recursion is primary, Extender secondary: the GY draw is recovery, the hand summon is extender-like). Intrinsic ≈ 57, Deck ≈ 56, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cheap, single-copy, low-garnet inclusion with 1.33 average copies across 39 decks
  • Two once-per-turn effects in different zones (hand and GY), so it is not dead in most spots
  • Repeatable GY draw that recycles banished Spells/Traps, giving a steady +1 card per use
  • Strong, consistent Dinomorphia partner link (about 72% co-occurrence with Diplos, Therizia and Rexterm)

Weaknesses

  • No negation, removal or disruption: it cannot stop the opponent's plays
  • Hand effect is conditional on a Trap activation or an opponent Spell activation
  • No combo evidence, so its conversion into a board is unproven
  • Its GY effect needs banished Spells/Traps as targets, so it does nothing when the banished zone is empty

Counters / choke points

  • Opponent Spell-based interaction that avoids activating a Spell (inferred)
  • Board-wide or hand-wide disruption that removes its enabler pieces before the summon (inferred)

Best use

Recovery body and cheap draw engine that summons from hand off a Trap or opponent Spell. Decks: Dinomorphia. Suggested copies: 1.

Evidence & gaps

  • Verified: Hand Special Summon when a Trap is activated by its controller or a Spell by the opponent, once per turn; GY effect: target up to 3 banished Spells/Traps, place them at the bottom of the Deck(s), then draw 1, once per turn; Level 4 EARTH Dinosaur, 2000 ATK, cannot be Normal Summoned or Set, Special Summon only through its own effect; 39 recent decks run it, 39 in main deck, average 1.33 copies, 16 distinct archetypes
  • Observed: 87.2% of decks are gameplay type 7 and 12.8% are gameplay type 4; Dinomorphia partners co-occur in about 62 to 72% of decks; Guides present it as a tech card in Flower Cardian
  • Inferred: Its value is mainly as a recovery and draw body, not a disruption piece; Its hand effect is a conditional extender, not a true hand trap; Material use is plausible for a Level 4 EARTH body but unconfirmed
  • Data gaps: no combos supplied, so combo conversion is text-only inference no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion % is inferred from the deck sample only archetype field is null on the card, so the archetype link comes only from the deck sample no recorded material or searcher usage











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