Cyber Summon Blaster
Trap Continuous

Cyber Summon Blaster

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Each time a Machine monster(s) is Special Summoned, while this card is already face-up in your Spell & Trap Zone: Inflict 300 damage to your opponent.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
41± 8/ 100
Power Score
Intrinsic 38
Deck 43

Cyber Summon Blaster — Power Evaluation

Final Score: 41 ± 8 · Confidence: Medium

  • Intrinsic: 38 · Deck: 43 · Meta: provisional
  • Primary role: Utility · Secondary: Extender

Why it scores here

Cyber Summon Blaster is a Continuous Trap whose only effect is a 300-damage chip each time a Machine monster is Special Summoned while it is already face-up. It must be set and then flipped before it does anything, so it is slow and small in value. It is not a monster, so it converts into no material value, and it adds no card advantage or opponent interaction. The score is held up by real deck presence in Cyber Dragon and Machina, one slot, and easy deck-building cost. High deck counts confirm it is played, not that it is strong, so the score stays near the middle-low band.

Axis scores

Axis Score Evidence
Accessibility 45 Set-then-flip timing and dependence on a Machine Special Summon give it moderate, not live, access (inference; 40 decks with 30 of them at one copy, no combo stats).
Combo & Conversion 25 The text only deals 300 damage per trigger and builds no board, so conversion is minimal (verified: card text; no combo examples).
Resource Economy 20 No draw, search, recursion or card advantage in the text (verified: card text).
Effect & Interaction 5 No negation, removal or hand-trap reach (verified: card text).
Material Utility 0 A Continuous Trap is not a monster, so it cannot be used as material (verified: card type and race).
Resilience & Flexibility 35 Face-up Continuous Trap that is not easily answered by monster-based interaction, but has no redundancy and is weak to destruction (inference from text).
Deck-Building Efficiency 80 One slot, no garnets or locks, and usually run at 1 copy across 40 decks (observed: copies per deck distribution).

Calculation

Weight profile: Utility / no clear role (default) profile; primary role Utility, no secondary blend applied to weights. Intrinsic ≈ 38, Deck ≈ 43, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Played across 10 archetypes and in 40 recent decks, so the card is genuinely accessible in practice (observed).
  • Cheap to run: one slot, no garnets, and usually a single copy (observed).
  • Face-up Continuous Trap that monster-based interaction does not easily remove (inference).

Weaknesses

  • Damage is only 300 per Machine Special Summon, so it contributes little to winning (verified).
  • Set-then-flip timing delays its effect by a turn (verified: card text).
  • No card advantage, no interaction, and no material value (verified: card text).

Counters / choke points

  • Spell/Trap destruction effects remove it from the field (inference).
  • Opponent interaction that stops Special Summons slows its trigger (inference).

Best use

Utility damage chip in Machine-based Special Summon decks. Decks: Cyber Dragon, Machina. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: 300 damage per Machine Special Summon while face-up in the S/T Zone.; Card type is Continuous Trap, so it cannot be material.; 40 decks run it, 30 of them at one copy.
  • Observed: Cyber Dragon (16 decks) and Machina (12 decks, counting both archetype entries) are its main homes.; Top partners include Clockwork Night (70%) and Harpie's Feather Duster (65%).
  • Inferred: Set-then-flip timing and a Machine Special Summon requirement make access moderate.; Damage output is low relative to the effort of getting it live.
  • 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) for archetype inclusion %











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