Puppet Plant
EARTH 3

Puppet Plant

  • ATK:
  • 1000

  • DEF:
  • 1000

  • View:
  • 2821




You can discard this card to the Graveyard, then target 1 Warrior or Spellcaster-Type monster your opponent controls; take control of that target until the End Phase.




 
 
AI Power Analysis
Hand trapConfidence: MediumEvaluated Oct 6, 2026
60± 5/ 100
Power Score
Intrinsic 59
Deck 60

Puppet Plant — Power Evaluation

Final Score: 60 ± 5 · Confidence: Medium

  • Intrinsic: 59 · Deck: 60 · Meta: provisional
  • Primary role: Hand trap · Secondary: Board breaker, Removal / Negation

Why it scores here

Puppet Plant is a situational disruption card that costs a discard but offers meaningful temporary board control in exchange. Its low combo conversion reflects that it doesn't build anything on its own, and the cost-benefit trade-off—lose a card to steal one temporarily—keeps it at mid-tier despite strong deck inclusion across 34 archetypes. The high material utility score reflects its Level 3 body's clean role as Synchro material in its primary Synchron and Junk homes, but its effectiveness is gated by the type restriction (Warrior/Spellcaster only) and the temporary nature of the control steal.

Axis scores

Axis Score Evidence
Accessibility 60 Can be summoned as a Level 3 body or used for its discard effect in decks with outlet synergy; runs at 2.21 copies per deck on average across 124 deck appearances (verified).
Combo & Conversion 30 Zero combo appearances despite 124 deck inclusions indicate it is a one-off disruption tool, not a combo engine; the effect doesn't build boards on its own (verified).
Resource Economy 42 Costs one discard (the card itself) to gain temporary control of one opponent's monster until End Phase; net card advantage is slightly negative unless the hijacked monster generates significant value (inferred).
Effect & Interaction 55 Temporary control steal of Warrior or Spellcaster monsters provides situational but meaningful disruption; limited by 1-turn duration and type restriction (verified).
Material Utility 68 Level 3 body is clean Synchro material; useful in its primary Synchron (24.2% of decks) and Junk (12.1%) homes where Synchro plays are core, and splashable to other Synchro archetypes across the 34 distinct homes (inferred).
Resilience & Flexibility 50 Discardable effect is instant-speed once in hand, but the card itself is a one-off; resilience depends on running 2–3 copies for redundancy, with no recovery or multi-turn utility (verified).
Deck-Building Efficiency 67 Runs at 2–3 copies cleanly without heavy deckbuilding restriction; splashable to any deck with Warrior/Spellcaster synergy or discard outlets, though can brick if discarded late-game without synergy (inferred).

Calculation

Weight profile: 0.7 Hand trap + 0.3 Board breaker. Intrinsic ≈ 59, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent)

Strengths

  • Clean Level 3 Synchro material in primary homes (Synchron 24.2%, Junk 12.1%)
  • Discardable effect enables synergy with discard outlets across 34 distinct archetypes
  • Instant-speed disruption once activated (hard to interrupt)

Weaknesses

  • Zero combo appearances suggest it does not enable or participate in recorded combo lines
  • Temporary control steal (End Phase only) is weaker than permanent removal or negation
  • Type restriction (Warrior/Spellcaster only) limits applicability against some boards
  • Resource cost (discard) means net advantage requires the hijacked monster to create value

Counters / choke points

  • Negation of discard or targeting (Ash Blossom & Joyous Spring, Effect Veiler if timed)
  • Decks running mostly non-Warrior/non-Spellcaster monsters (niche matchup weakness)

Best use

Discard outlet and temporary board disruption in Synchro-heavy decks. Decks: Synchron, Junk, Secret Six Samurai. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: discard this card, target 1 Warrior or Spellcaster monster your opponent controls, take control until End Phase; 124 deck appearances across 34 distinct archetypes; runs at 2.21 copies per deck average; Gameplay type 7 (78.2% of appearances) correlates with Synchron/Synchro-heavy decks; Zero combo appearances despite widespread deck inclusion
  • Observed: Top partners (Brionac 75.8%, Black Rose Dragon 74.2%, Trishula 73.4%) are Synchro enablers, confirming Synchron/Junk as primary homes; Runs at 2–3 copies in main deck (80 decks at 2 copies, 35 at 3 copies) indicating strong redundancy
  • Inferred: Level 3 body is valued in Synchron/Junk as clean Synchro material (Level 3 is a Synchro tuner level for 4-level Synchros); Discard cost enables synergy with decks running discard outlets (Synchron, Junk have these); Temporary control steal generates value only if opponent's board contains relevant Warrior/Spellcaster monsters; Absence from combo lines indicates it is used as a tech card, not a combo engine
  • Data gaps: No combos supplied — combo conversion and synergy are inferred from text and deck partnerships only No guides supplied — no human context on intended roles or matchup considerations No usage statistics (StatisticsCard) — inclusion rates are from the 124-deck sample only, not a larger historical dataset No banlist token — assumed 3 copies (unlimited) based on absence of restriction note











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