Cynet Refresh
Trap Normal

Cynet Refresh

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When an opponent's Cyberse monster declares an attack: Destroy all monsters in the Main Monster Zones. During the End Phase of this turn, Special Summon from the GY as many Cyberse Link Monsters as possible, to their owner's fields, that were destroyed by this effect. When an opponent's monster activates its effect: You can banish this card from your GY; Cyberse Link Monsters you currently control are unaffected by card effects, except their own, until the end of this turn.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 8, 2026
49± 6/ 100
Power Score
Intrinsic 48
Deck 50

Cynet Refresh — Power Evaluation

Final Score: 49 ± 6 · Confidence: Medium

  • Intrinsic: 48 · Deck: 50 · Meta: provisional
  • Primary role: Board breaker · Secondary: Recovery/Recursion

Why it scores here

Cynet Refresh is a narrow, situational board breaker. Its mass destruction fires only when an opponent's Cyberse monster declares an attack, and it destroys your own Main Monster Zones as well. Its real value is the End Phase recursion of Cyberse Link monsters destroyed by the effect, which makes it a recovery line inside Cyberse Link decks rather than a generic answer. The 400 of 400 sampled decks that run it reflect how the sample was built around the card, not extra power, and the single combo's power index of 100 is board-level and not attributed to this card, so it does not lift the score.

Axis scores

Axis Score Evidence
Accessibility 55 A single-copy Trap with no searcher or searched-for role evidence; it is reached only by being set in the deck, and the lone combo gives no search route (inferred).
Combo & Conversion 55 The only recorded combo reaches 6 end monsters and 3 bosses, but the card has no role tag in that combo, so the board value is not attributed to it (observed, low sample).
Resource Economy 55 Effect 1 revives destroyed Cyberse Links from the GY in the End Phase, a real refuel that costs your own board because your Main Monster Zones are also wiped (verified).
Effect & Interaction 45 Effect 1 is a strong mass-destruction answer to a Cyberse attack but narrowly triggered; effect 2 protects only your Cyberse Links from opponent effects (verified).
Material Utility 0 It is a Trap card with no monster body, so it cannot serve as material (verified).
Resilience & Flexibility 40 It is a set-trap line with one copy and no redundancy; the supplied text has no once-per-turn clause, and effect 2 is the only protection on offer (verified).
Deck-Building Efficiency 60 One copy in each sampled deck, no garnet or lock text, and high partner density (Cynet Mining 99.2%) make it cheap to run inside Cyberse decks (observed).

Calculation

Weight profile: 0.7 Board breaker + 0.3 Recovery/Recursion. Intrinsic ≈ 48, Deck ≈ 50, Meta = provisional. Modifiers: Cyberse-only trigger (self-locking restriction) (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Mass-destruction answer to a Cyberse attack that also recovers destroyed Cyberse Links in the End Phase
  • Single copy with no garnet or lock text, so it is cheap to run
  • Dense partner network inside the sample (Cynet Mining 99.2%, Firewall Defenser 98.2%)

Weaknesses

  • Dead against opponents whose attacks are not from Cyberse monsters
  • Destroys your own Main Monster Zones too; Links are recovered only if this effect destroyed them
  • Effect 2 protects only your Cyberse Links and costs a GY banish
  • The combo evidence is a single board, with no attributed role for this card

Counters / choke points

  • Stopping or interrupting the trap before the attack declaration (inferred; no counter data in the evidence)
  • Opponent decks that avoid attacking with Cyberse monsters (inferred from the trigger text)

Best use

Board breaker trap with Cyberse Link recursion in Cyberse Link decks. Decks: Code Talker, Firewall, Mathmech, @Ignister, Darkfluid. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap card; effect 1 triggers on an opponent's Cyberse monster declaring an attack and destroys all monsters in the Main Monster Zones; Effect 1 End Phase clause special-summons destroyed Cyberse Link monsters from the GY to their owner's fields; Effect 2 is a GY banish cost that makes your Cyberse Links unaffected by opponent effects until end of turn; The supplied text has no once-per-turn clause; Sample: 400 decks, average 1.04 copies per deck, 84.8% in gameplay type 7
  • Observed: Partner co-occurrence: Cynet Mining 99.2%, Firewall Defenser 98.2%; Usage statistics: Code Talker gameplay 3 inclusion 90.9%, typical copies 1; Single combo appearance at power index 100 with net card advantage 7 (not attributed to this card)
  • Inferred: Primary role is Board breaker; secondary role is Recovery/Recursion; The Link recursion acts as a refuel that costs your own board; The Cyberse-only trigger limits use to Cyberse-attack matchups
  • Data gaps: Deck sample is selected on this card, so all 400 decks run it and prevalence is not measured Only one combo, with empty combo role, so the card's contribution to the board is not attributed usage statistics has a single archetype row The guide snippet does not name Cynet Refresh; the section co_card_ids do not include this card's passcode No banlist token; 3 copies assumed No rulings or searcher evidence No metagame sample











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