Defcon Bird
WIND 3

Defcon Bird

  • ATK:
  • 100

  • DEF:
  • 1700

  • View:
  • 2721




You can discard 1 other Cyberse monster; Special Summon this card from your hand. You can only use this effect of "Defcon Bird" once per turn. Once per turn, when your Cyberse monster is targeted for an attack: You can make its ATK/DEF become double its original ATK, then you can change it to Defense Position. This ATK/DEF change lasts until the end of the Damage Step.




 
 
AI Power Analysis
ExtenderConfidence: Medium
52± 8/ 100
Power Score
Intrinsic 52
Deck 51

Defcon Bird — Power Evaluation

Final Score: 52 ± 8 · Confidence: Medium

  • Intrinsic: 52 · Deck: 51 · Meta: provisional
  • Primary role: Extender · Secondary: Utility

Why it scores here

Defcon Bird is a Level 3 WIND Cyberse body that comes from the hand by discarding another Cyberse, so it converts a card in hand into a board body at roughly even card economy. Its only other effect is a once-per-turn Cyberse-targeted battle protection (doubling ATK/DEF and switching to Defense Position), which is soft, situational interaction rather than negation. The score is held back by the lack of any recorded combo evidence and the fact that its value is mostly a Level 3 body; the 5-deck sample shows consistent use with Code Talker and Cynet Conflict, but that frequency only confirms accessibility, not strength. Its low ATK and DEF earn nothing directly.

Axis scores

Axis Score Evidence
Accessibility 55 Live from hand, but the discard cost needs a second Cyberse in hand, so it is not a free opening-hand play (verified text; 2 of 5 decks in Code Talker supports the route, observed).
Combo & Conversion 30 No combo boards recorded and the effect only produces a single body with no further chain stated in the text (verified absence of combo data; inferred low conversion).
Resource Economy 40 Discard one to summon one is card-neutral with no refuel or advantage gain (verified text, inferred even economy).
Effect & Interaction 40 The battle-step effect protects a Cyberse from attack once per turn but does not negate or remove anything (verified text, inferred soft interaction).
Material Utility 55 Level 3 WIND Cyberse, so it is a usable non-Tuner Level 3 material and remains a Cyberse when its effect is negated (verified level/type, inferred).
Resilience & Flexibility 45 Its summon is a hand effect and a negate of the body ends the board value, though the protection effect is limited to once per turn (verified text, inferred moderate resilience).
Deck-Building Efficiency 75 Cheap to run at 1 to 3 copies with no garnet or lock restriction and no banlist entry in the evidence (verified formats; banlist assumed unlimited, inferred).

Calculation

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

Strengths

  • Hand-based Special Summon gives a body without spending a board or hand card beyond the discard cost
  • Level 3 WIND Cyberse is a usable material for Level 3 and Rank 3 plays
  • Cheap to run in multiple copies with no garnet restriction
  • Once-per-turn battle protection can save a Cyberse from a single attack

Weaknesses

  • Requires a second Cyberse in hand as the discard cost
  • No recorded combo evidence, so its conversion value is unproven
  • Protection effect is limited to Cyberse monsters and once per turn
  • Low ATK and DEF body gives little board impact on its own

Counters / choke points

  • Effect negation of the Special Summon or of the battle protection (inferred from text, generic)
  • Attacks that target a non-Cyberse monster, which the battle effect cannot protect (inferred from text)

Best use

Extender. Decks: Code Talker, Cynet. Suggested copies: 2.

Evidence & gaps

  • Verified: Level 3 WIND Cyberse, ATK 100, DEF 1700, effect monster; Summon effect: discard one other Cyberse monster, Special Summon from hand, once per turn; Battle effect: once per turn, Cyberse targeted for attack gets ATK/DEF doubled and switches to Defense Position; Appears in 5 recent decks across 4 archetypes; Cynet Conflict and Code Talker each in 80% of those decks
  • Observed: Average 1.6 copies per deck, max 3; Code Talker archetype accounts for 2 of 5 decks
  • Inferred: Primary role is an Extender-style hand summon rather than a Hand trap or Negation card; Discard-cost summon is card-neutral in economy; Battle effect is soft interaction only; Level 3 body is usable as a non-Tuner material
  • 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) for archetype inclusion











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