Spell
NormalCyber Repair Plant
Archetype:
Cyber Dragon
View:
5374
If "Cyber Dragon" is in your GY: You can activate 1 of these effects. If you have 3 or more "Cyber Dragon" in your GY at this card's activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn. ● Add 1 LIGHT Machine monster from your Deck to your hand. ● Target 1 LIGHT Machine monster in your GY; shuffle that target into your Deck.
Cyber Repair Plant — Power Evaluation
Final Score: 58 ± 6 · Confidence: Medium
- Intrinsic: 53 · Deck: 62 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Recovery/Recursion
Why it scores here
Cyber Repair Plant reliably converts a live Cyber Dragon graveyard into a LIGHT Machine searched from the Deck, and its second effect can shuffle a Machine back from the GY to recycle a body. Its scoring is capped by the GY condition: the card is dead until a Cyber Dragon is in the graveyard, and it has no interaction or material value. The very high deck count (400 of 400 decks) confirms it is a reliable staple in this family, not that it is intrinsically strong; the 100% combo appearance rate and 57.7 average power index are likewise only partial credit because it is never recorded as a starter or searched piece.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Searchable as a spell that needs a Cyber Dragon in the GY to activate, and it sits in 400/400 decks at ~1 copy each (observed). |
| Combo & Conversion | 55 | Present in 6/6 recorded combos with power index 100 in the top examples, but with no starter, searched, or payoff role recorded (observed). |
| Resource Economy | 60 | One search plus a GY-to-Deck shuffle gives roughly +1 card for a 1-for-1 spell cost (inferred from text). |
| Effect & Interaction | 5 | No negation, removal, or disruption in its text (verified). |
| Material Utility | 5 | A Spell card can never be used as material (verified). |
| Resilience & Flexibility | 40 | Once-per-turn and GY-conditional, with only one live zone and no recovery after a negate (verified/inferred). |
| Deck-Building Efficiency | 70 | One slot at ~1.06 copies, no garnet or lock, but tied to the Cyber Dragon GY condition (observed/inferred). |
Calculation
Weight profile: 0.7 Searcher/Tutor + 0.3 Recovery/Recursion. Intrinsic ≈ 53, Deck ≈ 62, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Searches a LIGHT Machine from the Deck, so it is live in most Cyber Dragon hands once a Cyber Dragon is in the GY
- Near-free slot cost with ~1 copy per deck and no garnet or lock
- Recycles a Machine from the GY, giving some recursion
Weaknesses
- Dead without a Cyber Dragon in the GY
- No interaction, no material value, and once-per-turn limit
- Its high deck count reflects its role in one archetype family, not intrinsic power
Counters / choke points
- Graveyard-hate or banish effects that leave no Cyber Dragon in the GY
- Generic negates of the activation, which cost only a single card
Best use
Searcher/Tutor with GY recursion. Decks: Cyber Dragon, Cyberdark. Suggested copies: 1.
Evidence & gaps
- Verified: Searches a LIGHT Machine from the Deck and shuffles a LIGHT Machine from the GY into the Deck; Activation requires a Cyber Dragon in the GY and the card is once per turn; Spell card, so it cannot be material
- Observed: Present in 400/400 decks at ~1.06 copies, with 30 distinct archetypes but mostly Cyber Dragon-named; Present in 6/6 recorded combos with an average power index of 57.7, but never a starter or searched piece; Guides describe it as a searchable piece in a Cyber Dragon deck
- Inferred: Resource gain is about +1 card from the search, with recursion as a secondary effect; Generic utility is capped at 55 because the activation is tied to the Cyber Dragon GY condition
- Data gaps: No banlist token, so assumed 3 copies (unlimited) Only 6 recorded combos, which is thin for combo conversion No rulings data Usage statistics cover a single archetype/gameplay entry (B.E.S.)






