Cyberse Beacon
Trap Normal

Cyberse Beacon

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If you took damage by battle or an opponent's card effect this turn: Add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cyberse Beacon" per turn.




 
 
AI Power Analysis
Searcher/TutorConfidence: Medium
45± 8/ 100
Power Score
Intrinsic 43
Deck 46

Cyberse Beacon — Power Evaluation

Final Score: 45 ± 8 · Confidence: Medium

  • Intrinsic: 43 · Deck: 46 · Meta: provisional
  • Primary role: Searcher/Tutor

Why it scores here

Cyberse Beacon is a conditional searcher: it returns one Level 4 or lower Cyberse monster from the Deck to hand, but only if you took battle or effect damage this turn. That condition makes its accessibility the main limit, and it is a set-then-activate trap with no body, no material value and no interaction. Its high deck presence (40 of 40 sampled decks, 1 to 3 copies) confirms it is practical, but that frequency does not raise the score, and the absence of combo data keeps the conversion score low.

Axis scores

Axis Score Evidence
Accessibility 42 Conditional on taking damage this turn, so live only in some turns; practical in the sample because 40 of 40 decks run it across 13 archetypes (observed, with the damage trigger from text, verified).
Combo & Conversion 30 Converts one card into one searched monster, with no combo_evidence boards to show a larger board (inferred from text; combos_evidence is empty).
Resource Economy 45 Spends itself and returns one monster, so roughly card-neutral and not a refuel or repeated advantage (inferred from text).
Effect & Interaction 15 No negation, removal or hand-trap reach; it only searches (verified from text).
Material Utility 5 A trap card, so it cannot be material or provide level, attribute or name (verified from card type).
Resilience & Flexibility 35 Sits face-down until its damage condition is met, so it is exposed to backrow removal and depends on the damage trigger; no counters were supplied (inferred).
Deck-Building Efficiency 60 One slot at 1 to 3 copies (average 1.68 in decks), no garnet or lock; cost is low, but it needs Cyberse targets (observed plus text).

Calculation

Weight profile: Searcher/Tutor profile, single role, no secondary blend. Intrinsic ≈ 43, Deck ≈ 46, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Returns a Level 4 or lower Cyberse monster from Deck to hand for one slot
  • Cheap to run: 1 to 3 copies, no garnet or lock
  • Present in 40 of 40 sampled decks across 13 archetypes (Cynet, Code Talker, Cyberse) (observed)

Weaknesses

  • Only activates if you took battle or effect damage this turn
  • Trap timing: it must be set before it can be activated (inferred from frame type and rules)
  • No body, so zero material value and no board presence
  • No combo evidence supplied, so conversion beyond one searched monster is unverified

Counters / choke points

  • Backrow removal or trap-destruction effects (general class, not named in evidence)
  • Any line where the opponent never deals damage to you, leaving the condition unmet

Best use

Conditional searcher for a Cyberse Level 4 or lower monster. Decks: Cynet, Code Talker, Cyberse. Suggested copies: 2.

Evidence & gaps

  • Verified: Card text: conditional search of one Level 4 or lower Cyberse monster, requiring damage this turn, once per turn; Frame type is trap, so it has no body and cannot be material; Deck sample: 40 of 40 decks run it, 1 to 3 copies, average 1.68
  • Observed: Present in 13 archetypes in the deck sample, led by Cynet (11 decks) and Code Talker (5 decks each); Recorded copy distribution: 16 decks with 1 copy, 21 with 2, 3 with 3
  • Inferred: Set-then-activate timing for a trap, so it is not an instant out of hand; Card-neutral resource economy: it spends itself to return one monster; Reliance on the damage condition limits reliable accessibility
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion is inferred from the deck sample only no counters or interaction data supplied for the trap's removal exposure avg_starter_count_when_present unavailable, so DeckResilience is estimated from archetype spread











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