Trap
NormalCybernetic Revolution
Archetype:
Cyber Dragon
View:
4861
Tribute 1 "Cyber Dragon"; Special Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, but it cannot attack directly, and is destroyed during the End Phase of the next turn. You can only activate 1 "Cybernetic Revolution" per turn.
Cybernetic Revolution — Power Evaluation
Final Score: 49 ± 7 · Confidence: Medium
- Intrinsic: 47.5 · Deck: 50.25 · Meta: provisional
- Primary role: Combo enabler · Secondary: Extender
Why it scores here
Cybernetic Revolution is a Trap whose only real output is converting one Cyber Dragon (tributed) into one Fusion Monster from the Extra Deck that lists a Cyber Dragon as material. The Fusion cannot attack directly and is destroyed in the next End Phase, so the card's value is a temporary, one-shot board spike rather than a lasting engine. Its strength is the high deck presence in Cyber Dragon lists (192 of 400 sampled decks, with Cyber Dragon Core and Power Bond as near-universal partners), which shows the card is reliably playable, but that frequency is scored only as accessibility and deck fit, not as raw power. High ATK and the name recognition of the Fusion targets earn no points on their own.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Set Trap that needs a Cyber Dragon to tribute and a matching Fusion in the Extra Deck; deck presence is high (192 decks), but no starter/searched observations exist to confirm live-ness (inferred and observed). |
| Combo & Conversion | 55 | The text converts one tributed Cyber Dragon into one temporary Fusion; there are no combo boards to confirm a larger line (verified text, inferred conversion). |
| Resource Economy | 40 | Trades a Cyber Dragon for a Fusion from the Extra Deck, roughly card-neutral, but the Fusion dies next turn, so there is no lasting advantage (verified text, inferred). |
| Effect & Interaction | 10 | No negation, removal, or hand-trap reach; it is purely a summoning effect (verified text). |
| Material Utility | 5 | As a Trap it contributes no material body from hand or field, so it has no material value of its own (verified text, inferred). |
| Resilience & Flexibility | 35 | A face-down backrow Trap that is exposed to backrow removal and negation, and it is restricted to one activation per turn (verified text, inferred). |
| Deck-Building Efficiency | 75 | Single-copy normal-use Trap with no garnet or locking restriction; decks run 1 copy in most cases (observed: 160 of 192 decks). |
Calculation
Weight profile: 0.7 Starter/Combo enabler + 0.3 Extender. Intrinsic ≈ 47.5, Deck ≈ 50.25, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Reliable, cheap enabler for Cyber Dragon Fusion lines (verified text)
- Near-universal inclusion in the Cyber Dragon sample: 192 of 400 decks, 1 copy in most (observed)
- Strong co-occurrence with Cyber Dragon Core, Power Bond, and Cyber Dragon Herz (observed)
Weaknesses
- Temporary Fusion: it cannot attack directly and is destroyed in the End Phase of the next turn (verified text)
- Trap that must be set and survive a turn before activation (inferred)
- Tied to Cyber Dragon archetype cards; no value outside that shell (inferred)
Counters / choke points
- Backrow removal or negation of the set Trap (inferred)
- Opponent interaction on the tributed Cyber Dragon or the Fusion summon (inferred)
Best use
Fusion enabler that converts a Cyber Dragon into a temporary Fusion body. Decks: Cyber Dragon (archetype 716), Cyberdark, Cyberse. Suggested copies: 1.
Evidence & gaps
- Verified: Trap card; tributes 1 Cyber Dragon and Special Summons a Fusion from the Extra Deck that lists a Cyber Dragon as material; Fusion cannot attack directly and is destroyed in the next End Phase; Once per turn activation limit
- Observed: 192 of 400 sampled decks run it, mostly at 1 copy (160 decks at 1, 31 at 2, 1 at 3); Cyber Dragon Core is a partner in 99% of decks that run it
- Inferred: Temporary, one-shot board conversion with no lasting advantage; Roughly card-neutral resource trade; No material value as a Trap; Exposed to backrow interaction
- 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 list contains duplicate names (Cyber Dragon, Cyberdark) across IDs, so the distinct-archetype count overstates generic portability






