Cyber Valley
LIGHT 1

Cyber Valley

  • ATK:
  • 0

  • DEF:
  • 0

  • View:
  • 3735




You can use 1 of these effects. ● When this card is targeted for an attack by an opponent's monster: You can banish this card; draw 1 card, then end the Battle Phase. ● You can target 1 face-up monster you control and this card; banish both that target and this card, then draw 2 cards. ● You can target 1 card in your GY; banish both this card and 1 card from your hand, then place that target on top of the Deck.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 8, 2026
51± 8/ 100
Power Score
Intrinsic 52
Deck 51

Cyber Valley — Power Evaluation

Final Score: 51 ± 8 · Confidence: Medium

  • Intrinsic: 52 · Deck: 51 · Meta: provisional
  • Primary role: Utility · Secondary: Recovery/Recursion

Why it scores here

Cyber Valley converts its own body plus a monster or hand card into draws and a GY recursion, but each route costs more card value than it returns, so the resource and combo axes stay low. Its 400-of-400 deck presence and 53-archetype spread earn only the accessibility and deckbuilding points; the frequency did not inflate the score. With no combo, guide or usage-statistics data, the score rests on the card text and the deck sample, which keeps confidence at Medium.

Axis scores

Axis Score Evidence
Accessibility 55 Listed in 400 of 400 sampled decks at about 2 copies on average across 53 archetypes, so it is reliably drawn, but no starter or searched-appearance counts confirm it is live in the opening hand (observed).
Combo & Conversion 30 No recorded boards exist, and the text only converts a board monster or the card itself into draw rather than into a board, so the score rests on text alone (inferred).
Resource Economy 35 Effects 1 and 2 each trade the card itself, plus a monster or hand card, for draws that roughly even out, and effect 3 costs two cards to return one card to the top of the Deck, a net loss (verified).
Effect & Interaction 40 Effect 1 only ends the Battle Phase after an attack, and no effect negates anything, so the interaction is soft (verified).
Material Utility 35 A Level 1 LIGHT Machine with 0 ATK is a usable low-level non-Tuner body, but no material role data shows it converting into a material, so its value is generic (inferred).
Resilience & Flexibility 50 The text lets it work from several zones, including when attacked, with a face-up monster, or from the GY or hand, but each route costs cards and no data shows how it survives interaction (inferred).
Deck-Building Efficiency 72 A generic Level 1 body with no garnet or lock, averaging about 2 copies and often run at 3, so it is cheap to include (observed).

Calculation

Weight profile: 0.7 Utility + 0.3 Recovery/Recursion. Intrinsic ≈ 52, Deck ≈ 51, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Appears in decks across 53 archetypes and several gameplay types, so it fits many homes (observed)
  • Three distinct effects cover attack response, field draw and GY recursion as written (verified)
  • Generic Level 1 body with no garnet, lock or self-restriction, so it is cheap to run in 1 to 3 copies (verified)

Weaknesses

  • Each draw effect consumes the card plus a second card or monster, so card advantage is roughly even at best (verified)
  • Effect 3 is a net card loss for one recursion (verified)
  • No combo, guide or usage-statistics data confirms what it does in practice (inferred)

Counters / choke points

  • No counter data is in the evidence; the card's effects can be avoided by not attacking into it or not targeting it (inferred)

Best use

Utility / defensive draw. Decks: Cyber Dragon, Synchron, Exodia. Suggested copies: 2.

Evidence & gaps

  • Verified: Effect text: attack-response banish with draw 1 and end Battle Phase; banish self plus a monster for draw 2; banish self plus a hand card to place a GY card on top of the Deck; Level 1 LIGHT Machine, 0 ATK / 0 DEF, Effect Monster; Legal in TCG, OCG and MasterDuel; Copies per deck: 164 decks at 1, 55 at 2, 181 at 3
  • Observed: Appears in 400 of 400 sampled decks across 53 archetypes; Mystical Space Typhoon in 51.2 percent of decks and Cyber Dragon in 49.5 percent, both generic staples; Gameplay types: 78 percent type 7, 17.8 percent type 4
  • Inferred: Primary role Utility with secondary Recovery/Recursion; Activation zone for effect 3 is not stated and may be the hand or GY; Rules reliability reduced because the text states no once-per-turn limits
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so archetype inclusion is from the deck sample only decks running it in the Main Deck equals total decks (400 of 400), so the sample may be pre-filtered to decks containing this card and frequency is not a population rate no banlist token, so 3 copies assumed activation zone and once-per-turn limits not stated for the effects











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