LIGHT
6Interrupt Resistor
ATK:
0
DEF:
2100
View:
1501
When you take battle damage: You can Special Summon this card from your hand, and if you do, it gains ATK equal to the damage you took. Once per turn, during damage calculation, when another Defense Position monster you control is attacked by an opponent's monster (Quick Effect): You can activate this effect; during this damage calculation, your attacked monster's DEF becomes equal to this card's DEF, also it cannot be destroyed by that battle.
Interrupt Resistor — Power Evaluation
Final Score: 39 ± 8 · Confidence: Medium
- Intrinsic: 40 · Deck: 38 · Meta: provisional
- Primary role: Utility · Secondary: Hand trap
Why it scores here
Interrupt Resistor converts little on its own: it is a 0-ATK, 2100-DEF Level 6 body that only reaches the hand through battle damage, and its once-per-turn damage-calculation effect merely protects another Defense Position monster from being destroyed in that battle. The evidence shows it is played in 6 recent decks across two archetype buckets, which confirms it is a real, practical pick, but there are no combo boards, guides, or usage statistics to show it converting into value. High stats (2100 DEF) earned no points; the score rests on its cheap, non-garnet slot cost and its usable Level 6 material body.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 30 | Hand summon requires taking battle damage first, so it is not live in an opening hand; it is in 6 recent decks, but there are no starter role or searched-for role combo counts (inference from text plus deck count). |
| Combo & Conversion | 20 | No combo boards recorded (appearances 0, examples empty); its only conversion is a self-ATK gain equal to battle damage taken (inferred from text). |
| Resource Economy | 25 | No card advantage, draw, or recursion in its text; it is a free-body summon whose ATK gain is a stat boost, not resources (verified from text). |
| Effect & Interaction | 35 | A once-per-turn Quick Effect that only protects another Defense Position monster from battle destruction during damage calculation; narrow, situational interaction (verified from text). |
| Material Utility | 45 | Level 6 LIGHT Cyberse body is a usable generic material, though its ATK is 0 and material role data is absent (inferred). |
| Resilience & Flexibility | 35 | Works across a hand-summon and a battle-protection effect, but both need battle timing and the protection is once per turn (inferred from text). |
| Deck-Building Efficiency | 65 | Average 1.67 copies per deck with no garnet, lock, or brick restriction, so it is cheap to run in a slot (observed from deck evidence). |
Calculation
Weight profile: 0.7 Utility + 0.3 Hand trap. Intrinsic ≈ 40, Deck ≈ 38, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Cheap, non-garnet slot cost with redundant copies (1-3 per deck)
- Level 6 LIGHT Cyberse body is a usable generic material
- Real deck presence across 6 recent decks, so the role is practical
Weaknesses
- Hand summon needs battle damage, so it is not reliably live
- No observed combo conversion, board value, or card advantage
- Protection effect is narrow and once per turn
Counters / choke points
- Monsters that destroy or negate a face-up Defense Position monster before damage calculation
- Interruption of the damage-calculation window (negation or banish of the attacked monster)
Best use
Utility body that adds a Level 6 material and a narrow Defense Position protection. Decks: Fish, Cyberse / Bystial-style builds seen in the sample (inference from partners).
Evidence & gaps
- Verified: Card text: hand summon on battle damage gaining ATK equal to damage taken; Card text: once-per-turn Quick Effect protecting a Defense Position monster during damage calculation; Level 6 LIGHT Cyberse, 0 ATK, 2100 DEF; Appears in 6 recent decks, 1.67 average copies per deck, 0 side copies
- Observed: Partners in decks: Rescue Rabbit, Number 101: Silent Honor ARK, Effect Veiler (3 decks each)
- Inferred: Practical role is a narrow utility body rather than a hand trap, because the hand summon needs battle damage; Material value is generic due to Level 6 LIGHT Cyberse, not from combo evidence
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so archetype inclusion is inferred from the 6-deck sample only no banlist token, so 3 copies (unlimited) is assumed






