Cyber Network
Trap Continuous

Cyber Network

  • Archetype:
  • Cyber Dragon

  • View:
  • 6084




Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine monster from your Deck. When this card is sent from the field to the GY: Special Summon as many of your banished LIGHT Machine monsters as possible, and if you do, destroy all Spells and Traps you control. Monsters that were Special Summoned by this effect cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect.




 
 
AI Power Analysis
ExtenderConfidence: Medium
49± 6/ 100
Power Score
Intrinsic 48
Deck 50

Cyber Network — Power Evaluation

Final Score: 49 ± 6 · Confidence: Medium

  • Intrinsic: 47.9 · Deck: 49.5 · Meta: provisional
  • Primary role: Extender · Secondary: Combo enabler

Why it scores here

Cyber Network converts LIGHT Machine monsters banished from the Deck into a board of Special Summons, and then clears the player's own Spells and Traps. The text supports a strong combo-conversion axis, and deck evidence shows near-universal inclusion alongside Cyber Dragon (201 of 201 decks, with Cyber Dragon as a 99.5% partner). The score stays moderate because the card is a Trap that needs Cyber Dragon on the field, has a no-Battle-Phase drawback, and offers no opponent interaction. High deck inclusion is treated as evidence of a reliable archetype fit, not as intrinsic power.

Axis scores

Axis Score Evidence
Accessibility 50 Deck inclusion is 201 of 201 sampled decks at about 1.82 copies each, but the card is a Trap and no searcher or set-route evidence is supplied (observed, inferred).
Combo & Conversion 70 The text banishes LIGHT Machines from the Deck and Special Summons as many as possible, which is a strong deck-to-board route; no recorded board data is supplied (inferred).
Resource Economy 60 The effect converts Deck cards to board presence without a GY refuel, but it also destroys the player's own Spells and Traps (inferred).
Effect & Interaction 10 The card has no opponent-facing negation or removal effect (verified from text).
Material Utility 10 The card is a Trap and not a monster body, so its material value is only indirect through the monsters it summons (inferred).
Resilience & Flexibility 40 It is a Continuous Trap with a 3rd-Standby destruction clock and a once-per-turn condition requiring Cyber Dragon on the field, so it is exposed to trap removal (inferred).
Deck-Building Efficiency 55 It is a single trap slot with redundant copies running at 1.82 average, but it needs Cyber Dragon and LIGHT Machines in the Deck (observed, inferred).

Calculation

Weight profile: 0.7 Extender + 0.3 Combo enabler. Intrinsic ≈ 47.9, Deck ≈ 49.5, Meta = provisional. Modifiers: self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts LIGHT Machines banished from the Deck into several summons in one resolution (verified from text)
  • Near-universal deck inclusion alongside Cyber Dragon, confirming a reliable archetype home (observed)

Weaknesses

  • Trap with no opponent interaction of its own (verified from text)
  • Requires Cyber Dragon on the field and forfeits the Battle Phase when used (verified from text)
  • Destroys the player's own Spells and Traps on resolution (verified from text)

Counters / choke points

  • Opponent trap-destruction effects, since the card is a Continuous Trap (inferred from card type; no counter data supplied)

Best use

Extender / Cyber Dragon engine. Decks: Cyber Dragon, Cyberdark, Cyberse. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: once-per-turn Deck banish with Cyber Dragon on the field, GY-triggered mass Special Summon, S/T self-destruction, no Battle Phase clause; Deck inclusion 201 of 201 sampled decks; Cyber Dragon partner at 99.5%
  • Observed: Average 1.82 copies per deck, distribution 63/111/27 for 1/2/3 copies; Gameplay concentration 79.1% in gameplay type 7
  • Inferred: Deck-to-board conversion is strong when Cyber Dragon is live; Trap removal is the main exposure for a Continuous Trap
  • 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 archetype labels in decks_evidence are inconsistent (several 'Cyber Dragon' entries and 'Không có' entries), so GenericUtility is capped











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