LIGHT
3Neo-Spacian Glow Moss
Archetype:
Neo-Spacian
ATK:
300
DEF:
900
View:
4334
If this card attacks or is attacked: Your opponent draws 1 card and shows it, then, based on its type apply this effect. ● Monster: End the Battle Phase of this turn. ● Spell: If this card is attacking, you can change it to a direct attack instead. ● Trap: Change this card to Defense Position.
Neo-Spacian Glow Moss — Power Evaluation
Final Score: 43 ± 5 · Confidence: Medium
- Intrinsic: 43 · Deck: 41 · Meta: provisional
- Primary role: Material body · Secondary: Utility
Why it scores here
Neo-Spacian Glow Moss serves primarily as a material body and support card within the Neo-Spacian fusion archetype. With Level 3, LIGHT, and Plant attributes, it integrates cleanly into the Neo-Spacian engine (appearing alongside core pieces like Grand Mole, Aqua Dolphin, and Neos Fusion at 65–90% correlation). The battle effects—forcing opponent draws and conditionally ending phases or changing attacks—provide soft disruption but are highly luck-dependent and not central to winning value. Without dedicated combo lines and relying mostly on its body value, the card scores as a functional but not exceptional support piece.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | Level 3 with no restrictive summoning condition; runs in 132 recent decks at 1.09 copies average, primarily accessed within Neo-Spacian archetype structures. (verified) |
| Combo & Conversion | 20 | No combo data supplied; text alone shows battle effects are reactive and do not chain into extended sequences; primarily functions as material filler with minimal independent potential. (inferred) |
| Resource Economy | 35 | Opponent draws a card (neutral exchange); no built-in recursion or card advantage generation; low deck slot cost balances the mild resource drag. (verified) |
| Effect & Interaction | 25 | Battle effects (end phase, direct attack option, defense position change) are conditional on opponent's drawn card and provide only soft, unreliable disruption rather than hard negation. (verified) |
| Material Utility | 45 | Level 3, LIGHT, Plant body adequate for Neo-Spacian fusion material; low 300 ATK is a drawback but not a barrier to use as fusion fodder. (verified) |
| Resilience & Flexibility | 30 | 300 ATK is fragile on field; battle effects trigger only reactively and offer no intrinsic protection; utility depends on reaching battle phase or being fused. (inferred) |
| Deck-Building Efficiency | 65 | Runs at 1–1.5 copies per deck with no locks, garnets, or restrictions; integrates cleanly into Neo-Spacian shells and carries near-zero deck cost. (observed) |
Calculation
Weight profile: 0.7 Material body + 0.3 Utility (secondary). Intrinsic ≈ 43, Deck ≈ 41, Meta = provisional. Modifiers: Clean deckbuilding fit (1). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Clean integration into Neo-Spacian fusion engine with high partner correlation (65–90% with core pieces Grand Mole, Aqua Dolphin, Air Hummingbird)
- Adequate Level-3 material body for Fusion Summons; LIGHT and Plant attributes align with archetype needs
- Minimal deckbuilding friction; runs efficiently at 1–1.5 copies with no garnets or restrictions
- Accessible within archetype-focused structures; no exotic summoning requirements
Weaknesses
- Extremely low ATK (300) makes it fragile on field; vulnerable to removal and battle before effects resolve
- Battle effects are soft, conditional disruption entirely dependent on opponent's random draw; unreliable as primary interaction
- No inherent card advantage, refuel, or resource generation; purely reactive filler utility
- No combo centrality; does not drive extended lines, generate tempo, or serve as a combo starter or enabler
- Essentially a low-stat body whose effects are situational bonuses; offers no standout value outside Neo-Spacian decks
Counters / choke points
- Removal spells or monster destruction neutralize the card before battle effects trigger
- Any strategy that ignores the battle phase (direct attack decks, burn strategies) bypasses effects entirely
- Decks running hand-destruction or mill can weaponize the forced opponent draw against draw-dependent strategies
Best use
Fusion material and archetype consistency piece. Decks: Neo-Spacian, Elemental Hero, Heroic. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: triggers on attack/being attacked; forces opponent to draw and reveal; applies effect based on card type (Monster = end phase, Spell = direct attack option, Trap = defense position); Appears in 132 recent decks with 1.09 average copies per deck (123 decks run 1, 6 run 2, 3 run 3); High correlation (65–90%) with other Neo-Spacian monsters: Grand Mole 68.9%, Aqua Dolphin 68.2%, Air Hummingbird 66.7%, Dark Panther 65.9%, Flare Scarab 65.9%; Level 3, LIGHT attribute, Plant race; 300 ATK/900 DEF; Effect Monster frame; Distributed across 27 distinct archetypes but concentrated in Neo-Spacian, Heroic, Elemental Hero homes (67.5% of decks)
- Observed: Copy distribution: 1-ofs dominate (93.2% of decks run exactly 1); very few run 2–3 copies; Neos Fusion partner in 55.3% of decks running Glow Moss, indicating fusion engine centrality; Elemental HERO Neos and Brave Neos appear in 53% of partner decks (fusion payoffs); Miracle Contact in 50% (fusion support); Gameplay type distribution: Aggro 39.4%, Fusion 37.9%, Control 12.9%, Midrange 9.8%; suggests different roles across builds; Recency: decks from 2021-12 through 2026-09; consistent presence over 4+ years
- Inferred: Primary role is Material body for Neo-Spacian Fusion Summons, not a combo starter or independent engine piece; evidence from high fusion-payoff correlation and 1-of play pattern; Battle effects provide soft, luck-dependent disruption; not designed as primary interaction or negation; conditional on opponent's draw means unreliable for sequencing; Level 3 and searchability within Neo-Spacian engine via Grand Mole and other core pieces give moderate accessibility; accessibility score ~35; No recorded combo lines (0 combos supplied) confirms low combo centrality; card functions as filler material rather than combo extender or enabler; Combo conversion score of ~20 justified by text-only analysis: effects do not chain, do not generate card advantage, do not lead into follow-up turns; Material utility score of 45: adequate for its niche (LIGHT, Level-3) but not exceptional; effects add little value when effect is negated or body becomes material
- Data gaps: No combo data supplied (0 combos); combo conversion assessment relies on text-only inference; high archetype inclusion does not imply combo power per guardrail 3 No StatisticsCard data (usage_statistics.available = false); archetype inclusion and typical copies estimated from 132-deck sample only, not historical trend No banlist token; assumed unlimited (3 copies); if restricted to 1–2 copies in future, score would lower by 2–3 Guide evidence minimal (1 guide, 1 snippet); no detailed strategy articles on card role or tech-in patterns Top card rankings absent; unable to confirm meta-level performance, play rates in top decks, or peer comparison across formats No rulings edge cases documented; assumed standard interpretation; unclear if opponent draw triggers if attack is blocked/negated






