Supersoaring
Trap Normal

Supersoaring

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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.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 9, 2026
52± 6/ 100
Power Score
Intrinsic 51
Deck 53

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











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