LIGHT
2Prohibit Snake
ATK:
500
DEF:
1000
View:
3821
At the start of the Damage Step, if your Cyberse Link Monster battles an opponent's monster: You can send this card from your hand to the GY; return that opponent's monster to the hand. When your Cyberse monster destroys an opponent's monster by battle and sends it to the GY, while this card is in your GY: You can banish 1 card from your GY, then target 1 Level 4 or lower Cyberse monster in your GY; add it to your hand. You can only use each effect of "Prohibit Snake" once per turn.
Prohibit Snake — Power Evaluation
Final Score: 53 ± 7 · Confidence: Medium
- Intrinsic: 54 · Deck: 53 · Meta: provisional
- Primary role: Utility · Secondary: Recovery/Recursion, Board breaker
Why it scores here
Prohibit Snake earns its score through reliable accessibility in any Cyberse strategy — Cynet Mining and Lady Debug both search it, and it runs in all 100 sampled decks across 25 distinct archetypes with no deckbuilding restrictions. Its hand effect bounces an opponent's battling monster without being hit by most conventional hand-trap counters, and its GY effect recovers a Cyberse to hand after a battle kill, sustaining resource chains. However, both effects are strictly battle-dependent triggers, reducing their reliability in Main Phase-dominant formats, and zero combo appearances confirm the card contributes nothing to establishing opening boards; it is a conditional combat tech piece, not a combo engine.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 74 | Searchable by Cynet Mining (81% co-deck rate) and Lady Debug (72% co-deck rate) as a Level 2 Cyberse, keeping it live across all 100 sampled decks spanning 25 archetypes. (observed) |
| Combo & Conversion | 27 | Zero combo appearances confirm the card does not function as a starter, extender, or material in any recorded combo line; its effects resolve in the Battle Phase rather than building boards. (observed) |
| Resource Economy | 42 | Effect 1 costs a card from hand to bounce (mild -1); Effect 2 recovers a Level 4 or lower Cyberse from GY at the cost of 1 GY banish, approaching card-parity when it triggers but dependent on winning a battle. (inferred from text) |
| Effect & Interaction | 43 | Bouncing an opponent's monster at the start of the Damage Step is soft disruption that bypasses most on-field negation, but the trigger requires a Cyberse Link Monster to be battling, making it conditional on the opponent committing to an attack. (inferred from text) |
| Material Utility | 50 | Level 2 LIGHT Cyberse fits clean into Cyberse Link climbing and serves as generic Link material even when its effects are blanked, though 500 ATK makes it a liability as a standing body. (inferred from text) |
| Resilience & Flexibility | 40 | Two activation zones — hand and GY — provide coverage across different game states, but both effects hinge entirely on battle scenarios that are bypassed if the opponent avoids attacking or uses non-battle removal. (inferred from text) |
| Deck-Building Efficiency | 67 | No deckbuilding restrictions; averages 1.37 copies across 25 archetypes in 100 decks, confirming very low slot cost and easy splashability in any Cyberse shell. (observed) |
Calculation
Weight profile: 0.7 Utility + 0.3 Recovery/Recursion blend. Intrinsic ≈ 54, Deck ≈ 53, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Searchable by multiple Cyberse tutors (Cynet Mining, Lady Debug), ensuring live access across all Cyberse strategies
- Hand-based bounce at the start of Damage Step is difficult to negate with common hand-trap counters
- GY recovery effect sustains resource parity after battle kills, pairing naturally with Accesscode Talker's battle-chain
- No deckbuilding restrictions; slots cleanly at 1-2 copies in any Cyberse main deck
- Dual activation windows (hand and GY) provide coverage across different game states
Weaknesses
- Both effects require specific battle scenarios to trigger — largely irrelevant in Main Phase-dominant formats
- Effect 1 sends itself to GY as a cost before resolving, so if the battle is cancelled the card is spent for nothing
- Effect 2 requires a Cyberse monster to destroy by battle AND send to GY — harder to guarantee than most trigger conditions
- 500 ATK body is easily run over and contributes nothing offensively
- Zero combo presence means it does not contribute to establishing opening boards
Counters / choke points
- Avoiding attacks into Cyberse Link Monsters entirely to deny Effect 1
- Non-destruction battle removal (banishing, returning to hand) denies the GY trigger for Effect 2
- Floodgates or Prohibition targeting the Cyberse monster shut down the battle kill needed for Effect 2
- Macro Cosmos or Dimensional Fissure prevents both effects from loading the GY and removes the GY cost for Effect 2
Best use
Flexible combat tech that disrupts opponent attacks with a hand-based bounce and recovers Cyberse monsters after battle wins. Decks: Salamangreat, Code Talker, Mathmech, Firewall, Marincess. Suggested copies: 1.
Evidence & gaps
- Verified: Level 2 LIGHT Cyberse Effect Monster, 500 ATK / 1000 DEF; Effect 1 (hand): send from hand at start of Damage Step when a Cyberse Link Monster battles; bounce opponent's monster to hand; Effect 2 (GY): when Cyberse destroys opponent's monster by battle and sends it to GY while this card is in GY — banish 1 GY card, target Level 4 or lower Cyberse in GY, add to hand; Both effects are once per turn; Legal in TCG, OCG, and Master Duel with no banlist token
- Observed: Runs in 100/100 sampled decks (all main deck), average 1.37 copies, maximum 3; Present across 25 distinct archetypes — Salamangreat 21%, Code Talker 12%, Firewall 9%, Mathmech 7%; Cynet Mining co-appears in 81% of hosting decks; Lady Debug in 72%; Accesscode Talker in 79%; Zero appearances in the recorded combo database
- Inferred: Cynet Mining and Lady Debug search Prohibit Snake as a Level 4 or lower / Level 2 Cyberse, providing reliable in-archetype access; The GY recovery naturally chains off Accesscode Talker battle-kill sequences to rebuild hand resources; The start-of-Damage-Step timing for Effect 1 avoids most on-field spell/trap negation windows, making it harder to stop than a normal Quick Effect
- Data gaps: No combo appearances — combat role and GY recovery value are text-only inferences with no corroborating combo data No guides supplied — human-context assessment of practical combat utility is unavailable No usage statistics (StatisticsCard) — historical archetype inclusion rate across a broader sample is unknown No banlist token — assumed unlimited (3 copies); actual competitive cap is unconfirmed






