Forbidden Cyber Style Technique
Archetype:
Cyber
ATK:
0
DEF:
0
View:
1615
Activate this Skill once per Duel, if your LP are 1500 or less and you control no monsters. Reduce your LP to 50, then Special Summon up to 3 Machine "Cyber" monsters from your hand, Deck, and/or GY. They each become "Cyber Dragon" (Machine/LIGHT/Level 5/ATK 2100/DEF 1600), and cannot be Tributed. For the rest of this turn, you cannot Summon/Set except by Fusion Summoning, nor attack except with Fusion Monsters. Destroy any monsters Summoned by this Skill during your End Phase.
Forbidden Cyber Style Technique — Power Evaluation
Final Score: 48 ± 8 · Confidence: Medium
- Intrinsic: 52 · Deck: 52 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Material body, Boss/End-board
Why it scores here
The card converts a narrow state (LP at or below 1500 and no monsters on the field, once per Duel) into up to three 2100-ATK Level 5 LIGHT Machine bodies that cannot be Tributed, which makes it a Fusion-material burst rather than a stable engine. Its 2100 ATK earns nothing by itself; the score comes from the material conversion and the one-shot gate, which lowers accessibility. The turn-long Summon and attack lock except Fusion, the LP cut to 50, and the End Phase destruction all cost points. Ten of ten sampled decks run one copy, which confirms the card is live in Cyber Dragon homes but does not raise the score by itself.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | The activation needs LP at or below 1500 and an empty monster zone, and it is once per Duel, so it is live only in specific late-game states (verified from text; 10 of 10 decks run it, observed). |
| Combo & Conversion | 68 | Up to three 2100-ATK Cyber Dragon bodies from hand, Deck and GY are a large board from one card when the gate is met, but no combo boards were supplied to confirm the conversion (inferred). |
| Resource Economy | 55 | One card becomes up to three summoned bodies, all destroyed in the End Phase and sent to the GY, against a cost of 1500 LP reduced to 50 (verified text; net card gain inferred). |
| Effect & Interaction | 10 | The card carries no negation, removal or hand-trap effect (verified from text). |
| Material Utility | 70 | The summoned Cyber Dragons are Level 5 LIGHT Machines that cannot be Tributed, so they are clean Fusion material; the partners Cyberload Fusion and Cyber End Dragon fit that role (verified text and observed partners; the role is inferred). |
| Resilience & Flexibility | 25 | The bodies are destroyed in the End Phase, the card is once per Duel, and the turn-long lock blocks non-Fusion plays, so the effect has no multi-turn or multi-zone value (verified from text). |
| Deck-Building Efficiency | 60 | It is one slot at one copy in every sample deck, with no garnet or splash cost, but the LP-based cost and the Cyber restriction limit where it can be run (observed deck data; the slot placement is not in evidence). |
Calculation
Weight profile: 0.7 Starter/Combo enabler + 0.3 Material body. Intrinsic ≈ 52, Deck ≈ 52, Meta = provisional. Modifiers: Self-locking restriction (-4). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Turns a low-LP, empty-board state into up to three 2100-ATK bodies in one activation
- Bodies cannot be Tributed, so they are reliable Fusion material
- Summons from hand, Deck and GY, so it works from a wide range of start states
- Observed in 10 of 10 sampled decks across 4 archetype homes
Weaknesses
- Activation needs LP at or below 1500 and no monsters on the field
- Once per Duel, so it cannot be repeated for a second burst
- Costs 1450 LP and locks Summon and attacks except Fusion for the rest of the turn
- All summoned bodies are destroyed in the End Phase, so the board does not persist
Counters / choke points
- Generic activation negation, not in evidence as a specific counter
Best use
Late-game Fusion-material burst for a low-LP, empty-board state. Decks: Cyber Dragon builds with Fusion lines (Cyberload Fusion, Cyber End Dragon, Cyber Eternity Dragon), Cyberdark builds in the late game when the board is empty and LP is low. Suggested copies: 1.
Evidence & gaps
- Verified: Activation requires LP of 1500 or less and no controlled monsters, once per Duel; Reduces LP to 50 and Special Summons up to 3 Machine Cyber monsters that become Cyber Dragon (LIGHT, Level 5, ATK 2100, DEF 1600); Summoned monsters cannot be Tributed and are destroyed in the End Phase; Turn-long lock on Summon, Set and non-Fusion attacks; Formats are TCG and OCG
- Observed: Present in 10 of 10 sampled decks, always one copy in main deck; Four distinct archetype homes including Cyber Dragon and Cyberdark; Partners Cyber Dragon, Cyberload Fusion and Cyber End Dragon co-occur in 10 of 10 decks
- Inferred: The summoned Cyber Dragons are used as Fusion material in practice; The effect converts to a net card gain once the End Phase destruction is counted
- Data gaps: No combos supplied, so combo conversion is text-only inference No guides supplied No usage statistics (StatisticsCard) available No banlist token, so copy limit assumed to be 3 Skill-slot placement and cost rules are not in evidence Average starter count and power index when present are unavailable





