Salvagent Driver
LIGHT 6

Salvagent Driver

  • ATK:
  • 2200

  • DEF:
  • 2100

  • View:
  • 3478




If a Cyberse Link Monster you control is destroyed by an opponent's card effect while this card is in your hand or GY (except during the Damage Step): You can Special Summon this card. You can discard 1 Spell, then target 1 Cyberse monster in your GY; Special Summon it, but it cannot attack directly this turn. You can only use each effect of "Salvagent Driver" once per turn.




 
 
AI Power Analysis
Recovery / RecursionConfidence: MediumEvaluated Oct 5, 2026
57± 5/ 100
Power Score
Intrinsic 56
Deck 57

Salvagent Driver — Power Evaluation

Final Score: 57 ± 5 · Confidence: Medium

  • Intrinsic: 56 · Deck: 57 · Meta: provisional
  • Primary role: Recovery / Recursion

Why it scores here

Salvagent Driver is a solid recovery tool for Cyberse decks that consistently resurrects graveyarded Cyberse monsters and provides a free Special Summon when your Link Monsters are destroyed. However, its effects are situational and require specific deck support (Link Monsters + Spells to discard), limiting its universal power. The card's 2200 ATK and Level 6 body offer reasonable material utility, but it lacks disruptive effects and combos with other cards, keeping it in the mid-range power band for archetype-specific support.

Axis scores

Axis Score Evidence
Accessibility 58 Consistently run in 9/9 tested Cyberse decks with 100% inclusion and avg 1.11 copies per deck, showing strong adoption in the archetype (observed).
Combo & Conversion 40 No combo evidence provided; effect text suggests modest board extension via 1-for-1 GY resurrection (Spell discard for 1 Cyberse monster) and conditional summoning from hand when Link dies (inferred).
Resource Economy 55 First effect is free Special Summon (conditional); second effect is neutral resource trade (1 Spell discard for 1 GY Cyberse recovery), creating roughly even economy with potential for slight advantage in Spell-heavy builds (inferred).
Effect & Interaction 18 No opponent interaction, disruption, or negation; purely defensive recovery with no hand-trap or removal utility; does not interact with opponent's board or effects (verified).
Material Utility 58 Level 6 Cyberse with 2200 ATK / 2100 DEF provides solid Synchro/Fusion/XYZ/Link material utility; remains usable as a body even when effects are negated, though stats are not exceptional for end-board material (inferred).
Resilience & Flexibility 60 Two distinct effects provide mode flexibility; first effect is hard to counter once condition is met; second effect can be interrupted or negated before resolution; no critical dependency on searchers or specific triggers (inferred).
Deck-Building Efficiency 68 Requires Cyberse Link Monster support and Spell discard cost, but presents no garnet/brick risk in archetype-centric Cyberse decks; 2200 ATK body is playable even without effects, keeping slot efficiency high (inferred).

Calculation

Weight profile: Primary role: Recovery / Recursion (no secondary blend). Intrinsic ≈ 56, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Reactive recovery trigger from hand/GY when your Link Monsters are destroyed — provides defensive stability
  • Active GY recovery effect with once-per-turn flexibility — resumes disrupted plays
  • Solid Level 6 Cyberse body useful as Synchro/Fusion/XYZ/Link material
  • 100% inclusion rate in tested Cyberse decks signals strong synergy and reliability
  • Free Special Summon on first effect (conditional) creates potential for tempo advantage

Weaknesses

  • First effect is highly conditional and depends on opponent's board destruction (not player-controlled)
  • Second effect requires discarding a Spell, creating resource cost in tight plays
  • No disruptive effects, negation, or removal — purely defensive recovery
  • No combo synergy detected; appears only as a consistency tool rather than a power generator
  • 2200 ATK is not exceptional for end-board presence; limits standalone threat value
  • Narrow archetype lock to Cyberse (requires Link Monsters); limits portability beyond archetype

Counters / choke points

  • Negation of second effect (effect veiler, effect negation hand traps) prevents GY recovery
  • Decks that don't run Link Monsters cannot utilize first effect
  • Spell-heavy hands may struggle to afford the discard cost of second effect
  • Opponent's ability to control when to destroy your Link Monsters limits first effect reliability

Best use

Consistency support and GY recovery engine. Decks: Cynet, Code Talker, Cyberse Link.

Evidence & gaps

  • Verified: Card text contains two effects: (1) conditional Special Summon from hand/GY when Cyberse Link destroyed, (2) active recovery from GY via Spell discard; Level 6 Cyberse Effect Monster with 2200 ATK / 2100 DEF; 9/9 tested Cyberse decks run it in main deck, 0 in side deck; Top partners are exclusively Cyberse Link Monsters (Transcode Talker, Excode Talker, Firewall Guardian, Accesscode Talker, Backup Secretary)
  • Observed: 100% inclusion in Cynet decks (3/3); 88.9% inclusion in Code Talker decks (4/4–5 references); Average 1.11 copies per deck; distribution 8 decks running 1 copy, 1 deck running 2 copies; Appears in 6 distinct archetypes across the 9-deck sample
  • Inferred: First effect provides reactive recovery/defense when Cyberse Link destroyed, similar to hand trap in activation pattern; Second effect creates roughly neutral resource economy (1 Spell discard for 1 GY Cyberse recovery); Combo conversion is limited to 1-for-1 exchanges and defensive triggers; no explosive multi-card synergy detected; Material utility is moderate; Level 6 Cyberse body is useful for Synchro/Fusion/XYZ/Link, but 2200 ATK is not exceptional; Resilience is supported by two distinct effects and hard-to-counter first effect condition
  • Data gaps: no combos supplied — combo conversion is text-only inference; cannot verify actual combo lines or power index no guides supplied — no expert/player context on the card's strategic role or optimal usage no usage statistics (StatisticsCard) — archetype inclusion % inferred from 9-deck sample only; broader metagame adoption unknown no banlist token — assumed unlimited (3 copies legal); if restricted, score would adjust no top-card context — card is not flagged as a top performer; metagame presence and competitive viability unconfirmed











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