Proxy Horse
LIGHT 4

Proxy Horse

  • ATK:
  • 1100

  • DEF:
  • 1100

  • View:
  • 3202




If this card you control would be used as Link Material for a Cyberse monster, you can also use 1 Cyberse monster in your hand as material. During your End Phase: You can banish this card from your GY, then target 2 Link Monsters in your GY including a Cyberse Link Monster; return them to the Extra Deck. You can only use each effect of "Proxy Horse" once per turn.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Oct 2, 2026
58± 7/ 100
Power Score
Intrinsic 59
Deck 59

Proxy Horse — Power Evaluation

Final Score: 58 ± 7 · Confidence: Medium

  • Intrinsic: 58.9 · Deck: 59 · Meta: provisional
  • Primary role: Extender · Secondary: Recovery/Recursion

Why it scores here

Proxy Horse scores here as a Cyberse-exclusive extender whose first effect converts one on-field body plus one hand Cyberse into a single multi-material Link Summon contribution, enabling longer Link chains without spending an extra Normal Summon. Its End Phase GY recycling adds genuine grind-game value by restoring spent Extra Deck pieces. The card earns nothing for its 1100 ATK/DEF, and its complete absence of opponent interaction caps the score below mid-tier despite solid utility across 19 Cyberse archetypes. Confidence is medium because no combo traces exist to confirm the actual board output from its contributions.

Axis scores

Axis Score Evidence
Accessibility 72 Cynet Mining co-runs in 90.3% of its 62 decks and Lady Debug in 64.5%, providing multiple practical search routes to hand in any Cyberse build. (observed from deck partner data)
Combo & Conversion 60 Effect 1 turns a field Proxy Horse plus one hand Cyberse into a combined multi-material contribution for a Cyberse Link Summon, enabling more Link summons per resource; no combo trace exists to confirm exact end boards. (inferred from card text; no observed data)
Resource Economy 55 Effect 1 yields roughly net-neutral card economy when used as material; Effect 2 returns 2 GY Link Monsters including a Cyberse Link to the Extra Deck at End Phase, recovering spent Extra Deck resources in longer games. (inferred from card text)
Effect & Interaction 5 Neither effect interacts with the opponent — Effect 1 is a summon-assist and Effect 2 is End Phase self-recovery; the card provides zero disruption or negation. (verified from card text)
Material Utility 60 Level 4 LIGHT Cyberse body contributes as clean Link material in any Cyberse strategy even when Effect 1 is negated, but it is not a Tuner and offers no special level or attribute leverage beyond the Cyberse type. (verified from card text, inferred body value)
Resilience & Flexibility 40 Effect 1 must survive to the moment of Link Summon unpunished and can be stopped by hand traps; the 1100/1100 stat line leaves it exposed to battle removal; Effect 2 is more resilient as an optional GY trigger at End Phase. (inferred from card text and standard interaction patterns)
Deck-Building Efficiency 72 No post-use restrictions or copy locks; 49 of 62 decks run exactly 1 copy, confirming it slots cleanly as a lean extender without committing multiple main-deck slots. (observed from deck data distribution)

Calculation

Weight profile: 0.7 Extender + 0.3 Recovery/Recursion. Intrinsic ≈ 58.9, Deck ≈ 59, Meta = provisional. Modifiers: Cyberse-only restriction (-1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Extends Cyberse Link plays by allowing one hand Cyberse to join as extra material, enabling longer chains from fewer field resources
  • End Phase GY effect recycles 2 Link Monsters back to Extra Deck, preventing depletion in grind games
  • Consistent role confirmed across 19 distinct Cyberse archetypes in the deck sample
  • Multiple searcher routes (Cynet Mining, Lady Debug, Code Generator) ensure reliable access in Cyberse strategies
  • Clean deckbuilding footprint with no post-use locks and a lean 1-of slot commitment

Weaknesses

  • Completely non-functional outside Cyberse Link Summoning — a dead card in any non-Cyberse strategy
  • Zero opponent interaction from either effect
  • Low 1100/1100 ATK/DEF makes it vulnerable to removal before being consumed as material
  • Effect 1 requires the card to survive to the Link Summon trigger, making it susceptible to Infinite Impermanence and Effect Veiler

Counters / choke points

  • Ash Blossom & Joyous Spring (negates Cynet Mining and other searchers that access it)
  • Infinite Impermanence or Effect Veiler (negates Effect 1 on the field before the Link Summon resolves)
  • Banishing Cyberse Link Monsters in GY to deprive Effect 2 of valid targets

Best use

Extender and Extra Deck recycler in Cyberse Link combo chains. Decks: Code Talker, Firewall, Cynet, Mathmech, Cyberse. Suggested copies: 1.

Evidence & gaps

  • Verified: Effect 1: when used as Link Material for a Cyberse monster, can additionally use 1 Cyberse from hand as material (from card text); Effect 2: End Phase optional — banish from GY to return 2 Link Monsters including a Cyberse Link from GY to Extra Deck (from card text); Both effects are once per turn (from card text); Level 4 LIGHT Cyberse, 1100/1100 ATK/DEF (from card data); Legal in TCG, OCG, MasterDuel, and DuelLinks formats (from formats field)
  • Observed: 62 decks run it across 19 distinct archetypes, all main deck (from deck data); 49 of 62 decks run exactly 1 copy (79%) (from deck data distribution); Cynet Mining co-runs in 90.3% of decks; Dotscaper, Code Generator, Micro Coder in 83.9% each (from top partners); Predominantly used in gameplay type 7, comprising 72.6% of its deck appearances (from formats)
  • Inferred: Cynet Mining, Lady Debug, and Code Generator provide reliable search access to Proxy Horse in Cyberse builds; Effect 1 effectively extends Link chains by converting a field body plus one hand Cyberse into a higher-Link summon; Effect 2 is most impactful in decks that cycle through multiple Link Monsters per game (Code Talker, Firewall); 1100/1100 stat line means the card is intended to be consumed as Link material rather than survive in battle
  • Data gaps: No combo records — Effect 1 board contribution is text-only inference with no observed confirmation No guide evidence to corroborate strategic role from player perspective No banlist token — assumed 3 copies unlimited across all formats No usage statistics (StatisticsCard) — archetype inclusion rates inferred from 62-deck sample only











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