Restoration Point Guard
DARK

Restoration Point Guard

  • ATK:
  • 1000

  • LINK-2
  • View:
  • 2825

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2 Cyberse monsters Once per turn, if another Link Monster is Link Summoned: This card cannot be destroyed by battle or card effects for the rest of this turn. If a Link Monster, that was Link Summoned using this card as material, is destroyed by an opponent's card effect, while this card is in the GY (except during the Damage Step): You can Special Summon this card. You can only use this effect of "Restoration Point Guard" once per turn.




 
 
AI Power Analysis
Material bodyConfidence: MediumEvaluated Oct 5, 2026
60± 5/ 100
Power Score
Intrinsic 62
Deck 59

Restoration Point Guard — Power Evaluation

Final Score: 60 ± 5 · Confidence: Medium

  • Intrinsic: 62 · Deck: 59 · Meta: provisional
  • Primary role: Material body · Secondary: Extender

Why it scores here

Restoration Point Guard is a clean Link material body with modest defensive grind value. The once-per-turn protection effect is conditional on another Link being summoned and provides limited turn-of-engagement impact. The GY recovery is narrow—only triggering when a Link made with this card as material is destroyed by opponent card effect—but offers useful redundancy in control decks. Without combo evidence, the score reflects observed material utility, multi-archetype portability, and control-focused partner card patterns rather than board-building strength.

Axis scores

Axis Score Evidence
Accessibility 55 Requires 2 Cyberse monsters; appears in 7 distinct archetypes (Code Talker, Cancer, Dark World, Danger!, Floowandereeze, etc.) with variable inclusion from 1–3 copies per deck, indicating moderate splashability. (observed)
Combo & Conversion 50 No combo evidence supplied; effect text shows it is a passive extender/recovery piece, not a hand-to-board driver or combo starter, limiting board-building potential. (inferred)
Resource Economy 50 Costs 2 Cyberse materials (−1 card net) to summon as Link material; GY recovery can refund 1 card when a Link made with it dies to opponent card effect, providing modest grind value. (inferred)
Effect & Interaction 30 Protection effect prevents destruction for one turn when another Link is summoned (narrow, once-per-turn conditional); no offensive removal, negation, or disruption. (verified)
Material Utility 75 Clean Link-2 body (1000 ATK, DARK, Cyberse) with no self-locking restrictions; straightforward material provider for Link Summons. (verified)
Resilience & Flexibility 55 Can recurse from GY once per turn when a child Link is destroyed by opponent card effect; protection shields Link Summons during one turn; multi-turn play enabled. (verified)
Deck-Building Efficiency 60 Requires Cyberse support to summon but splashes into 7 archetypes with flexible inclusion (1–3 copies); no severe garnet or self-locking risk. (observed)

Calculation

Weight profile: 0.7 Material body + 0.3 Extender. Intrinsic ≈ 62, Deck ≈ 59, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Clean Link material with no self-locking effects or activation restrictions
  • Multi-archetype portability across 7 distinct homes (Code Talker, Cancer, Dark World, Danger!, Floowandereeze, and others)
  • GY recovery provides redundancy and extends grind game in control decks
  • Once-per-turn protection can shield supporting Link plays from destruction during the summoning phase

Weaknesses

  • Protection effect is once-per-turn and conditional on another Link being summoned; limited proactive impact
  • Recovery condition is narrow and reactive (requires Link made with this card to be destroyed by opponent effect only)
  • No board-building or combo-driving capability; text indicates a follower, not an engine
  • No offensive interaction (removal, negation, disruption, or hand-trap capability)
  • Requires Cyberse support for summoning; not fully generic without access to 2 Cyberse monsters

Counters / choke points

  • Negation of the Link Summon itself prevents the protection effect from activating
  • Destruction of the child Link during the summoning player's own turn leaves this card stranded in GY until next turn
  • Broad field wipes that destroy both material and child simultaneously bypass the recovery condition

Best use

Link material and GY extender in control and going-second strategies. Decks: Code Talker, Cancer, Dark World, Danger!, Floowandereeze.

Evidence & gaps

  • Verified: Card text complete: requires 2 Cyberse monsters to summon; once-per-turn protection when another Link Monster is summoned; once-per-turn GY recovery when a Link summoned using this card is destroyed by opponent card effect; Format legality across TCG, OCG, MasterDuel, DuelLinks; assumed 3 copies unlimited in all formats; Link-2 body: 1000 ATK, 0 DEF, DARK attribute, Cyberse race
  • Observed: Appears in 9 decks across 7 distinct archetypes (Code Talker 22.2%, Cancer 22.2%, Dark World 11.1%, Danger! 11.1%, Floowandereeze 11.1%, others 11.1% each); Inclusion distribution: 6 decks run 1 copy, 3 decks run 3 copies (average 1.67 per deck); All appearances in main deck; zero side-deck inclusion across sample; Top partner cards are going-second staples: Harpie's Feather Duster (66.7%), Pot cards (44.4–55.6%), Lightning Storm (44.4%), hand traps like Ash Blossom and Maxx C (33.3% each); Gameplay types in decks running this card: Control (55.6%), Midrange (33.3%), Combo (11.1%)
  • Inferred: Material utility is high because it provides a clean Link body with no self-locking restrictions or activation costs; Combo conversion is weak; the card is a passive support/recovery piece, not a board driver or hand-to-board enabler; Resource economy is roughly neutral to slightly positive in grind games: −1 to summon as Link material, +1 possible refund via GY recovery; Cyberse support availability varies by archetype: native in Code Talker and Cancer, requires tech inclusion in Dark World and Danger!; Control/going-second orientation confirmed by partner card analysis (board breakers, hand traps, not combo pieces)
  • Data gaps: No combos supplied—combo conversion is text-only inference, not empirically verified against recorded boards No guides supplied—no human expert commentary on optimal application, archetype fit, or role confirmation No banlist token—assumed unlimited (3 copies) across all formats No usage statistics (StatisticsCard rows)—archetype inclusion % inferred from 9-deck sample only No top-card rankings—card is not in recent Top 32 / Top 16 metagame samples Deck evidence is 2022–2024; recency gap may reduce current-format relevance











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