Lindbloom
EARTH 4

Lindbloom

  • ATK:
  • 0

  • DEF:
  • 1800

  • View:
  • 2480




If a monster you control battles an opponent's monster, during damage calculation: The ATK of each monster in that battle becomes equal to their current DEF, until the end of the Damage Step.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: Medium
41± 6/ 100
Power Score
Intrinsic 42
Deck 40

Lindbloom — Power Evaluation

Final Score: 41 ± 6 · Confidence: Medium

  • Intrinsic: 42 · Deck: 40 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Utility, Removal

Why it scores here

Lindbloom is a niche going-second tech card that modifies battle damage calculation by equating ATK values to DEF. Its 0 ATK and lack of card advantage generation limit its core power, but it provides situational disruption against high-ATK threats. The card appears primarily in three specific archetypes (Gogogo, Dododo, Evolsaur) and sees minimal play elsewhere, suggesting it fills a narrow utility role rather than serving as a broadly powerful strategy driver.

Axis scores

Axis Score Evidence
Accessibility 35 It's accessible as a Level 4 normal summon but only provides value during opponent's battle phase, making it often dead in opening hands (observed).
Combo & Conversion 5 The card is purely reactive with no combo extension or board-building capability (verified).
Resource Economy 15 It consumes your normal summon and leaves a 0-ATK body without generating card advantage or resources (verified).
Effect & Interaction 40 The battle-phase ATK equalization prevents damage but doesn't remove threats, making it effective only against high-ATK meta decks (inferred).
Material Utility 50 As a Level 4 EARTH Wyrm with 1800 DEF, it can serve as Synchro/XYZ material, though its 0 ATK limits synergy with many strategies (observed).
Resilience & Flexibility 35 Without built-in protection, the card's utility is limited to a single opponent battle phase before becoming a static 0-ATK body (verified).
Deck-Building Efficiency 60 It's clean to run as a 1-2 of tech card with no deck restrictions, though its 0 ATK makes it a placeholder rather than a meaningful board contribution (observed).

Calculation

Weight profile: Primary role: Board breaker / Going-second. Intrinsic ≈ 42, Deck ≈ 40, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Clean tech card with no deck restrictions
  • Effective against high-ATK opponent strategies
  • Usable as Level 4 material for Synchro/XYZ summons
  • Confirmed 100% inclusion in three specific archetypes (Gogogo, Dododo, Evolsaur)

Weaknesses

  • 0 ATK provides no board pressure or offensive contribution
  • Purely reactive effect with no card advantage generation
  • Only valuable during opponent's battle phase, dead in many situations
  • No searchable routes; must be drawn or normal summoned
  • Limited metagame relevance outside niche archetype homes

Counters / choke points

  • Spell/Trap removal before opponent attacks
  • Monster negation or removal during main phase
  • Direct damage effects that bypass battle damage modification

Best use

Going-second tech against high-ATK strategies. Decks: Gogogo, Dododo, Evolsaur. Suggested copies: 2.

Evidence & gaps

  • Verified: Level 4 EARTH Wyrm type with 0 ATK / 1800 DEF; Effect: equates both monsters' ATK to their DEF during damage calculation for one battle; Legal in TCG, OCG, MasterDuel, DuelLinks formats; Appears in 7 decks with 100% inclusion in Gogogo, Dododo, and Evolsaur archetypes; Card text contains no special summoning conditions or archetype locks
  • Observed: Typical 2 copies per deck in Gogogo, Dododo, and Evolsaur per usage_statistics; Scattered across 7 different archetypes in recent deck evidence (7 distinct homes, 14.3% each); Top deck partners are generic staple cards (Forbidden Droplet, Lightning Storm, Raigeki), suggesting tech usage; 0 appearances in recorded combo boards (complete absence from combos_evidence); View count 2434 indicates modest popularity
  • Inferred: Primary role is going-second tech against high-ATK threats based on effect mechanics; Combo conversion is minimal without deck-specific combo routes; Accessibility is limited by need to be in hand during opponent's attack (unsearchable); Can function as Level 4 Synchro/XYZ material when effect is not active; Niche metagame relevance based on concentrated usage in only 3 archetypes despite appearing in 7
  • Data gaps: No combos supplied — combo conversion is text-only inference No guides supplied No banlist token — assumed 3 copies (unlimited) No metagame performance data (win rates, Top finishes) to validate effectiveness in meta Diverse archetype usage (7 total) conflicts with heavy concentration in only 3 archetypes per statistics











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