Proxy F Magician
FIRE

Proxy F Magician

  • ATK:
  • 1400

  • LINK-2
  • View:
  • 4994

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2 Effect Monsters During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your field as Fusion Material. If a Fusion Monster(s) is Fusion Summoned to a zone(s) this card points to: You can Special Summon 1 monster with 1000 or less ATK from your hand. You can only use each effect of "Proxy F Magician" once per turn.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Oct 2, 2026
73± 5/ 100
Power Score
Intrinsic 69
Deck 73

Proxy F Magician — Power Evaluation

Final Score: 73 ± 5 · Confidence: Medium

  • Intrinsic: 68.54 · Deck: 72.82 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Material body

Why it scores here

Proxy F Magician earns its score as a broadly splashable Link-2 combo cog: its Fusion Summon effect converts existing field presence into a Fusion monster while its triggered effect refuels the board with a small body from hand, netting roughly card-neutral value that meaningfully extends combo lines. It appears across 93 distinct archetypes in the deck sample — confirming genuine multi-home utility rather than archetype-inflated numbers — and its bottom-pointing arrows make it a clean platform for Fusion-heavy strategies, particularly in Duel Links where it ranks in the top 100 active cards by average appearance rate. Neither effect touches the opponent, so its contribution is entirely proactive, and a single negate on the Fusion attempt can end its relevant output for the turn.

Axis scores

Axis Score Evidence
Accessibility 72 As a Link-2 requiring only 2 generic Effect Monsters, it is reliably summoned during any combo with two bodies on board; 400/400 sampled decks run exactly 1 copy, confirming consistent access without issue (verified).
Combo & Conversion 65 Its Fusion Summon effect enables a Fusion monster from field monsters and the triggered effect extends the board with a Special Summon from hand; 17 recorded combos featuring this card average a power index of 74.7 (observed).
Resource Economy 62 Using field monsters as Fusion material is a net cost partially offset by the Special Summon from hand, yielding roughly card-neutral exchange — field resources convert into a Fusion body plus one recovered hand card (inferred from card text).
Effect & Interaction 20 Neither effect disrupts the opponent; both are entirely proactive — a Fusion Summon enabler and a body generator — with no negation, removal, or hand trap capability (verified from card text).
Material Utility 65 Bottom-Left and Bottom-Right Link arrows point cleanly to two main monster zones, serving as an effective pointing platform; as a FIRE Cyberse Link-2 it can also feed higher Link summons after its effects are used (verified).
Resilience & Flexibility 63 Both effects are independent OPT so one negate does not silence the card entirely, but the Fusion trigger requires precise zone placement and 1400 ATK falls to battle easily; 93 distinct archetypes confirm real cross-deck flexibility (observed).
Deck-Building Efficiency 78 Always run as exactly 1 copy across all 400 sampled decks with no archetype restriction and a generic 2 Effect Monster requirement — it fits any Extra Deck running a Fusion target without displacing a core slot (observed).

Calculation

Weight profile: 1.0 Combo enabler. Intrinsic ≈ 68.54, Deck ≈ 72.82, Meta = provisional. Modifiers: Exceptional splashability (2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Provides an in-combo Fusion Summon without requiring a dedicated Polymerization spell
  • Generates a +1 body from hand when the Fusion lands in a pointed zone
  • Generic Link-2 with bottom arrows — fits any Fusion-capable strategy without archetype restriction
  • Consistently included across 93 archetypes confirming broad real-world utility

Weaknesses

  • Zero opponent interaction — both effects are purely proactive
  • Requires monsters already on field, making it a mid-combo piece rather than a starter
  • Second effect triggers only when a Fusion lands in a pointed zone — zone placement can be blocked or disrupted
  • 1400 ATK is trivially run over in battle
  • Combo role data is entirely unclassified across 17 recorded combos, leaving exact mid-combo function as an inference

Counters / choke points

  • Ash Blossom & Joyous Spring negates the Fusion Summon effect before it resolves
  • Effect negation on resolution (e.g. Infinite Impermanence) blanks both OPT effects for the turn
  • Opponent leaving no monster in Proxy's pointed zones prevents the Special Summon trigger from firing

Best use

Mid-combo Fusion enabler that converts a two-monster board into a Fusion monster plus a small body refuel from hand. Decks: Infernity, Lunalight, Memento, Phantom Knights, Darklord, Elemental Hero. Suggested copies: 1.

Evidence & gaps

  • Verified: Requires 2 Effect Monsters as Link Material; Fusion Summon effect activates during Main Phase using field monsters as material; Special Summon from hand triggers when a Fusion Monster is Fusion Summoned to a zone this card points to; Both effects are once per turn; Bottom-Left and Bottom-Right Link arrows; FIRE Cyberse Link-2, ATK 1400; Legal in TCG, OCG, MasterDuel, DuelLinks
  • Observed: 400/400 decks in the sample run exactly 1 copy; 93 distinct archetypes across the deck sample; average power index when present 74.7 across 17 recorded combos; average starter count when present 0.53; Top card in Duel Links (rank 95/97, avg_pct 92.67%); 100% inclusion rate in Memento, Infernity, and Arcana Force archetypes per usage statistics
  • Inferred: Functions as a mid-combo Fusion bridge summoned during combo flow rather than as a starter (starter role=0 confirms); The ≤1000 ATK Special Summon partially compensates for the Fusion material cost, yielding a roughly card-neutral resource exchange; Bottom arrows are the primary driver of broad adoption — they create two main monster zone pointing slots critical for extra deck routing
  • Data gaps: no banlist token — assumed 3 copies (unlimited) combo role classifications are all zero across 17 combos — exact mid-combo function inferred from card text rather than observed no metagame tier data — meta power set to null











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