Rose Archer
EARTH 3

Rose Archer

  • Archetype:
  • Rose Dragon

  • ATK:
  • 1000

  • DEF:
  • 100

  • View:
  • 3811




During either player's turn, when your opponent activates a Trap Card while you control a Plant-Type monster: You can send this card from your hand to the Graveyard; negate the activation, and if you do, destroy it.




 
 
AI Power Analysis
Hand trapConfidence: MediumEvaluated Oct 5, 2026
67± 5/ 100
Power Score
Intrinsic 67
Deck 70

Rose Archer — Power Evaluation

Final Score: 67 ± 5 · Confidence: Medium

  • Intrinsic: 67.3 · Deck: 69.65 · Meta: provisional
  • Primary role: Hand trap

Why it scores here

Rose Archer is a reliable hand trap in Plant-type archetypes, consistently negating Trap Card activations—a key disruption role confirmed by its presence in 107 decks spanning 22 archetypes. The 1000 ATK and 100 DEF stats contribute nothing to the power score; hand traps are valued on interaction strength and deck efficiency, not beatdown potential. The score of 67 reflects solid negation capability, efficient deckbuilding (no brick risk, 2.29 average copies), and consistent inclusion across multiple Plant homes, tempered by the lack of combo generation and weak material utility.

Axis scores

Axis Score Evidence
Accessibility 65 Activated from hand but requires a Plant-Type monster on field; appears reliably live in 107 decks (72% Plant-type) where it is included. (observed)
Combo & Conversion 40 Negates and destroys a Trap but generates no advantage or board extension—purely reactive interaction with no combo generation. (verified)
Resource Economy 60 Trades a hand card for Graveyard plus negates a Trap; roughly even or plus in Plant decks with Graveyard synergies, as evidenced by top partners like Lonefire Blossom and Aromaseraphy Jasmine. (inferred)
Effect & Interaction 70 Provides strong negation of Trap Cards (a major disruption vector), but scope is limited to Traps only, not broader disruption like monster effects or hand traps. (verified)
Material Utility 35 1000 ATK / 100 DEF with no special material role; weak as a body and not a required component for any major synergies in home archetypes. (verified)
Resilience & Flexibility 65 Hand traps are inherently resilient across both players' turns; the Plant-control requirement slightly reduces flexibility but is rarely a blocker in Plant-heavy decks like Sunavalon and Rikka. (observed)
Deck-Building Efficiency 75 Efficient tech card with zero brick risk (discarded from hand); 107 decks run 2.29 copies on average, with 38 decks maxing out at 3 copies, indicating no garnet or lock concerns. (observed)

Calculation

Weight profile: Primary role: Hand trap. Intrinsic ≈ 67.3, Deck ≈ 69.65, Meta = provisional. Modifiers: Plant archetype lock (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Reliable negation of Trap Card activations, a core disruption type in competitive play
  • Efficient hand trap with no brick risk (resolved from hand)
  • Consistent inclusion across 22 distinct Plant archetypes (107 total decks)
  • Naturally synergizes with Plant-type enablers (Lonefire Blossom, Aromaseraphy Jasmine) found in every home archetype
  • Plays on both players' turns, providing flexible disruption windows

Weaknesses

  • Requires Plant-Type monster on field to activate; non-functional in non-Plant decks
  • Scope limited to Traps—does not interact with Spells, monster effects, or hand traps
  • Generates zero card advantage and no board extension
  • 1000 ATK / 100 DEF body has negligible material value when Effect is negated

Counters / choke points

  • Going first in an opponent-focused metagame (hand trap utility is primarily going-second)
  • Decks with low Trap reliance (spell-heavy strategies)
  • Early board-wipe or removal of all Plant monsters (removes activation condition)

Best use

Going-second interaction tech for negating Trap-based disruption. Decks: Sunavalon, Rikka, Sylvans, Ragnaraika, Aroma. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: 'During either player's turn, when your opponent activates a Trap Card while you control a Plant-Type monster: You can send this card from your hand to the Graveyard; negate the activation, and if you do, destroy it.'; Appears in 107 decks, 22 distinct archetypes, primarily Plant-type.; Runs 2.29 copies on average; majority run 2–3 copies.; All 107 appearances are in main deck; zero side-deck runs.
  • Observed: 82.2% co-run with Lonefire Blossom, a Plant searcher.; 72% of all decks running this card are Plant-type (gameplay type 7).; Appears across Sunavalon (17 decks), Rikka (15), Sylvans (14), Ragnaraika (11), Aroma (8), and 17 other archetypes.; Top partners are Plant enablers and hand traps (Aromaseraphy Jasmine 73.8%, Called by the Grave 72.9%).
  • Inferred: Plant-control requirement is naturally satisfied in Plant-combo archetypes, rendering the condition a minimal gate in intended homes.; Sending to Graveyard functions as a resource in Plant decks with Graveyard payoffs (Sunavalon, Rikka have GY synergy).; Hand trap template provides resilient interaction across both players' turns.; Material utility is weak (1000 ATK / 100 DEF provide no special typing or role).
  • Data gaps: No combos supplied—combo conversion is text-only inference. No guides supplied—strategic context and matchup-specific roles unknown. No banlist token—assumed unlimited (3 copies allowed in all formats). No usage statistics (StatisticsCard data)—archetype inclusion percentages inferred from deck sample only; long-term trend unknown.











https://metaduelist.com/
Top