Neo-Spacian Glow Moss
LIGHT 3

Neo-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.




 
 
AI Power Analysis
Material bodyConfidence: MediumEvaluated Oct 7, 2026
43± 5/ 100
Power Score
Intrinsic 43
Deck 41

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











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