Spell
QuickSecurity Block
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1235
Target 1 Cyberse monster on the field; this turn, neither player takes battle damage, also that monster cannot be destroyed by battle.
Security Block — Power Evaluation
Final Score: 33 ± 6 · Confidence: Medium
- Intrinsic: 32 · Deck: 35 · Meta: provisional
- Primary role: Utility
Why it scores here
Security Block is a purely defensive Quick-Play that only prevents battle damage and battle destruction of one Cyberse monster for a turn, so it converts into almost no winning value: zero combo appearances, no disruption of the opponent, and no card advantage. Its only realistic home is Cyberse decks (@Ignister, Mathmech, Code Talker) where a Cyberse body is reliably on board, but even there it is a low-count tech (avg 1.4 copies) rather than a core engine piece. Notably its 0 ATK/DEF and lack of a body earn it nothing here — the score is driven entirely by reliability, interaction quality, and deck cost. Because the effect is reactive and narrow, it sits well below generic interaction staples.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Quick-Play that needs a Cyberse monster already on the field to be live, and no searcher route is shown in evidence (inferred). |
| Combo & Conversion | 12 | Appears in 0 recorded combos and does nothing on its own, building no board (verified/observed). |
| Resource Economy | 20 | Pure -1 defensive trick that refunds no cards and generates no advantage (verified). |
| Effect & Interaction | 15 | Only prevents battle damage and battle destruction of your own Cyberse monster; it disrupts nothing on the opponent's side (verified). |
| Material Utility | 8 | A Spell Card, so it cannot be used as material or provide a body/name/level, and offers no value when effects are irrelevant (verified). |
| Resilience & Flexibility | 25 | Usable on either player's turn but dead without a Cyberse on board and provides no protection against effects or removal (inferred). |
| Deck-Building Efficiency | 38 | Ran as a 1-of (avg 1.4 copies) in a handful of Cyberse decks, so slot cost is low but it is essentially filler (observed). |
Calculation
Weight profile: Utility / no clear role (default). Intrinsic ≈ 32, Deck ≈ 35, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Protects a Cyberse monster from battle destruction for a turn
- Prevents battle damage for both players that turn, useful as a defensive combat trick
- Quick-Play timing lets it be used reactively on either turn
Weaknesses
- Does nothing to stop opponent effects, negates, or removal
- Requires an existing Cyberse monster on the field to be live
- No card advantage and no combo ceiling — zero recorded combo appearances
- Narrow Cyberse-only application limits its homes
Counters / choke points
- Effect negation such as Ash Blossom & Joyous Spring or Solemn Judgment
- Non-battle removal (banish, destroy, or effect-based) that ignores the battle protection
- Preventing or clearing the Cyberse target so the card has no legal target
Best use
Defensive combat protection for a Cyberse monster. Decks: @Ignister, Mathmech, Code Talker, A.I.. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Target 1 Cyberse monster on the field; this turn neither player takes battle damage, also that monster cannot be destroyed by battle.; Type: Quick-Play Spell Card, no ATK/DEF/Level, no archetype.
- Observed: Ran in 5 sample decks, all main deck, avg 1.4 copies (4 decks at 1 copy, 1 deck at 3).; Archetype spread across @Ignister, Mathmech, A.I., and Code Talker; combos_evidence shows 0 appearances.
- Inferred: Being a Spell, it cannot serve as material and provides no body value.; Its offensive ceiling is nil since it grants no advantage and disrupts nothing on the opponent's field.
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






