EARTH
3Lockout Gardna
ATK:
1000
DEF:
1000
View:
3177
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in Attack Position, and if you do, it cannot be destroyed by battle this turn. When an effect of a monster your opponent controls is activated that targets 1 Cyberse monster you control (and no other cards) (Quick Effect): You can negate the effects of both that Cyberse monster you control and that opponent's monster until the end of this turn.
Lockout Gardna — Power Evaluation
Final Score: 59 ± 6 · Confidence: Medium
- Intrinsic: 58 · Deck: 60 · Meta: provisional
- Primary role: Hand Trap · Secondary: Negation/Interaction
Why it scores here
Lockout Gardna is a conditional defensive tool with niche interaction potential, scoring as a low-impact tech choice. Its direct-attack defense and Quick Effect negation of targeted Cyberse monsters provide situational value in Code Talker and Cyberse decks, but the mutual negation mechanic and specific trigger conditions limit its reliability and effectiveness. With zero recorded combo appearances and strong deck presence only in Cyberse-focused archetypes, it functions primarily as an inconsistent tech card rather than a core strategic piece. The low stats and conditional effects prevent this card from scaling beyond a supplementary role.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Level 3 Cyberse accessible in opening hand without searchability restrictions, but dependent on opponent's direct attack declaration or specific targeting for utility (verified). |
| Combo & Conversion | 35 | No recorded combo appearances or examples; card is reactive rather than proactive, converting opening hand into defensive presence only (observed). |
| Resource Economy | 45 | Provides tempo trades and defensive utility but generates no card advantage; mutual negation of both players' effects makes it a resource-neutral or negative play (verified). |
| Effect & Interaction | 52 | Quick Effect negation offers situational disruption only when opponent's monster targets your specific Cyberse monster, creating a narrow trigger window (verified). |
| Material Utility | 62 | Level 3 Cyberse body serves as acceptable Link material in Code Talker decks, but low stats provide limited value as sacrificial material (inferred). |
| Resilience & Flexibility | 58 | Battle destruction protection lasts only one turn; vulnerable to targeting removal and non-battle destruction; limited multi-turn utility despite Quick Effect timing (verified). |
| Deck-Building Efficiency | 70 | No deck locks or archetype restrictions; easily runs as tech card in Cyberse-focused decks; minimal deck cost with moderate redundancy (verified). |
Calculation
Weight profile: 0.7 Hand Trap + 0.3 Negation/Interaction. Intrinsic ≈ 58, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Accessible hand trap without searchability requirement
- Level 3 Cyberse body suitable for Link summoning
- Provides direct attack defense in reactive gameplay
- Works across multiple Cyberse-based archetypes
Weaknesses
- Zero recorded combo appearances indicate limited strategic depth
- Mutual negation limits value—your Cyberse monster's effect is also negated
- Narrow trigger condition for Quick Effect negation (only targets single Cyberse)
- Low 1000 ATK/DEF vulnerable to most removal and destruction effects
- Conditional effectiveness dependent on opponent's actions
Counters / choke points
- Non-battle removal unaffected by battle destruction protection
- Negation-resistant effects that don't target (summon-based interactions)
- Broad-targeting effects that hit multiple cards simultaneously
Best use
Defensive tech card for direct attack scenarios. Decks: Code Talker, Cyberse. Suggested copies: 1.
Evidence & gaps
- Verified: Card has two effects: direct attack defense and Quick Effect negation of targeted Cyberse; Appears in 18 decks primarily as Code Talker and Cyberse tech; Level 3 Cyberse, 1000 ATK/DEF, no archetype affiliation; Mutual negation of both players' effects limits upside; Battle destruction protection lasts only current turn
- Observed: Top partners include core Code Talker engine cards (Lady Debug, Micro Coder, Code Talker); Present in 4 distinct archetypes in deck sample; Runs as main deck card (18 main, 0 side); Most decks run 1 copy; 1 deck runs 2 copies
- Inferred: Quick Effect negation highly situational, only triggering when opponent specifically targets one Cyberse; Level 3 body serves as Link material for Cyberse Link summoning; Low stats make card vulnerable to targeting removal; Hand trap accessibility does not require searcher support
- Data gaps: No combos supplied—combo conversion is text-only inference No guides supplied—no expert context on strategic deployment No banlist token—assumed unlimited (3 copies) No usage statistics (StatisticsCard)—archetype inclusion percentage inferred from 18-deck sample only Limited deck sample size may not reflect broader metagame adoption






