Trap
NormalSupersoaring
View:
2735
Target 1 Dinosaur monster that is banished or in either GY; Special Summon it to your field. You can only activate 1 "Supersoaring" per turn.
Supersoaring — Power Evaluation
Final Score: 52 ± 6 · Confidence: Medium
- Intrinsic: 51 · Deck: 53 · Meta: provisional
- Primary role: Recovery/Recursion
Why it scores here
Supersoaring is a Trap that reliably turns a dead Dinosaur in the banished zone or either graveyard into a live field body, which is a clean recursion role rather than an engine or interaction card. The 161 sampled decks, nearly all Dinosaur-themed with 96.9% in one gameplay, confirm the role is practical, but that frequency only supports accessibility and does not raise the score on its own. It has no negation, no combo evidence, and a trap-slot cost, so its modest score reflects a conditional recursion rather than a high-impact card.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Needs a Dinosaur in the GY or banished zone and a set trap that can be activated later, which Dinosaur decks usually have (observed, 161 decks; inferred for the set-then-activate timing). |
| Combo & Conversion | 45 | Converts one graveyard Dinosaur into one field body with no added starter or payoff, and no combo boards were supplied (inferred from text). |
| Resource Economy | 60 | Spends one Trap and returns one graveyard monster to the field, so it is roughly card-neutral but turns dead cards into board presence (verified from text). |
| Effect & Interaction | 10 | The card has no negation, removal or hand-trap reach, so it offers no opponent interaction (verified from text). |
| Material Utility | 10 | It is a Trap and provides no material body of its own; the monster it returns is outside its scope (inferred). |
| Resilience & Flexibility | 40 | A set trap is exposed to set-state interaction and works only once per turn, though Dinosaur targets are common across several zones (verified from text; inferred for resilience). |
| Deck-Building Efficiency | 80 | A single trap-slot card with no garnets or locks, and average use of about 1.23 copies per deck keeps it cheap to run (observed, 161 decks). |
Calculation
Weight profile: Recovery/Recursion primary; no secondary blend (no secondary role assigned). Intrinsic ≈ 51, Deck ≈ 53, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Converts a graveyard or banished Dinosaur into a live field body with no extra cost
- Very cheap to run: single trap slot, no garnet or lock restrictions
- Practical in multiple Dinosaur archetypes across 161 sampled decks
Weaknesses
- No negation, removal or hand-trap reach
- Needs a Dinosaur in the graveyard or banished zone
- Trap timing (set first) slows it compared with a live effect
Counters / choke points
- Set-state trap removal or negation
- Non-Dinosaur decks with no graveyard or banish targets
Best use
Recovery/Recursion trap in Dinosaur decks. Decks: Transcendosaurus, Dinomorphia, Dinowrestler, Evol. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: targets 1 Dinosaur in the banished zone or either GY and Special Summons it to your field; Card text: once per turn activation limit
- Observed: Included in 161 of the sampled decks, 96.9% in one gameplay type; Average 1.23 copies per deck, distribution 1 to 3 copies
- Inferred: Recursion role is practical in Dinosaur decks; Needs to be set before activation, so it is less live than a hand card
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






