Space Insulator
DARK

Space Insulator

  • ATK:
  • 1200

  • LINK-2
  • View:
  • 4141

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2 monsters Monsters this card points to lose 800 ATK/DEF. When a Cyberse Link Monster is Link Summoned to your field, while this card is in the GY, except the turn this card was sent to the GY: You can Special Summon this card to your zone that monster points to, but it cannot be used as Link Material, also banish it when it leaves the field.




 
 
AI Power Analysis
Material bodyConfidence: MediumEvaluated Sep 20, 2026
57± 6/ 100
Power Score
Intrinsic 60
Deck 56

Space Insulator — Power Evaluation

Final Score: 57 ± 6 · Confidence: Medium

  • Intrinsic: 60 · Deck: 56 · Meta: provisional
  • Primary role: Material body · Secondary: Combo enabler

Why it scores here

Space Insulator scores as a cheap, fully generic Link-2 body rather than as a payoff: any two monsters make it, it is legal in TCG/OCG/Master Duel, and 129 recorded decks across 56 distinct archetypes run an average of 1.19 copies, almost always as a single filler slot. What it reliably converts is two bodies into one Cyberse/DARK Link-2 with Top and Bottom arrows, which keeps Link-climb lines (Accesscode Talker, Cyberse Wicckid, Transcode Talker, Splash Mage appear alongside it) moving; its -800 ATK/DEF debuff and its delayed GY self-revival are minor extras, not win conditions. Its 1200 ATK and the size of its text earn nothing here — the score is driven by accessibility, portability and low deck cost, tempered by the fact that it generates no card advantage, no real disruption, and its revived copy cannot be used as Link Material. With 0 recorded combo appearances and no guides, the combo-conversion side is text-only inference, which is why confidence is Medium rather than High.

Axis scores

Axis Score Evidence
Accessibility 76 Link-2 requiring only '2 monsters' with no archetype lock, so it is live whenever two bodies exist; it appears in 129 decks but is never recorded as a starter or searched piece (verified/observed).
Combo & Conversion 40 Converts two bodies into a single Link-2 with no extension or advantage of its own, and combo data records 0 appearances, 0 starter role and 0 material role (observed).
Resource Economy 42 Link climbing with it is a net -1 in card count; the GY effect refunds one body later but only if a Cyberse Link Monster is Link Summoned in a following turn (verified).
Effect & Interaction 25 Its only interaction is 'Monsters this card points to lose 800 ATK/DEF', a soft stat debuff with no negation or removal (verified).
Material Utility 60 Generic DARK Cyberse Link-2 with Top/Bottom arrows makes it clean climbing material, corroborated by co-decks with Cyberse Wicckid (22.5%), Transcode Talker (20.9%) and Splash Mage (19.4%) (observed).
Resilience & Flexibility 40 The GY revival is delayed ('except the turn this card was sent to the GY'), the revived body 'cannot be used as Link Material' and is banished when it leaves the field, so it is a fragile one-shot body (verified).
Deck-Building Efficiency 70 No archetype lock, no garnet requirement and 114 of 129 decks run exactly 1 copy, making it close to a free-roll slot (observed).

Calculation

Weight profile: 0.7 Material body + 0.3 Combo enabler. Intrinsic ≈ 60, Deck ≈ 56, Meta = provisional. Modifiers: Exceptional splashability (2); Self-restricting revival (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Fully generic Link-2: '2 monsters', no archetype lock, legal in TCG, OCG and Master Duel
  • Cheap deck cost — 114 of 129 recorded decks run exactly 1 copy
  • Cyberse/DARK identity with Top and Bottom arrows slots into Cyberse Link-climb lines
  • Small defensive tool: monsters it points to lose 800 ATK/DEF
  • Delayed GY self-revival provides a free body when a Cyberse Link Monster is Link Summoned later

Weaknesses

  • Generates no card advantage — it is a -1 in card count when used purely as a Link-2 stepping stone
  • No removal, negation or hard disruption; only an 800 ATK/DEF debuff
  • GY revival is delayed (not the turn it is sent) and the revived body cannot be used as Link Material
  • Revived copy is banished when it leaves the field, so the recursion refreshes nothing
  • No combo evidence at all (0 appearances), so its actual line contribution is unmeasured

Counters / choke points

  • Graveyard hate that removes it before a Cyberse Link Summon can trigger the revival (e.g. banishing GY effects)
  • Any removal on the revived body, since it is banished when it leaves the field
  • Negating the Link Summon of the Cyberse Link Monster that would trigger the GY effect
  • Its 1200 ATK body and 800 ATK debuff are trivially outclassed in battle

Best use

Generic Link-2 material body / climbing stepping stone. Decks: Cyberse Link-climb decks (Mathmech, @Ignister, Borrel Link, World Chalice), Generic Link-2 filler in any deck that makes two bodies. Suggested copies: 1.

Evidence & gaps

  • Verified: Link Monster, DARK Cyberse, Link Rating 2, ATK 1200, arrows Top and Bottom; Material requirement is '2 monsters' with no archetype restriction; 'Monsters this card points to lose 800 ATK/DEF'; GY effect: when a Cyberse Link Monster is Link Summoned to your field while this card is in the GY (except the turn this card was sent to the GY), Special Summon it to a zone that monster points to, but it cannot be used as Link Material and is banished when it leaves the field; Legal in TCG, OCG and Master Duel
  • Observed: 129 recorded decks run it, all in the main deck, average 1.19 copies (114 decks at 1 copy, 9 at 3); Distributed across 56 distinct archetypes, led by Thunder Dragon (7.8%), Kuriboh (5.4%), A.I. (5.4%), Mathmech (5.4%) and @Ignister (5.4%); Top partners are Cyberse Link-climb pieces: Accesscode Talker 32.6%, Cyberse Wicckid 22.5%, Transcode Talker 20.9%, Splash Mage 19.4%, plus Mathmech Addition/Sigma/Diameter around 19%; 0 combo appearances, 0% as starter/searched/material/payoff/end-board; 0 guides mention it; not a Top Card in any format
  • Inferred: Its practical role is a Link-2 stepping stone toward larger Cyberse Links rather than a payoff, since its partner list is dominated by Cyberse Link climbing cards; The Top arrow can point at an opposing Main Monster Zone, giving the -800 ATK/DEF debuff a minor defensive use; The revived copy is effectively only a 1200 ATK body/wall because it cannot be used as Link Material
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no average power index or starter-count data, so deck resilience could not be measured directly usage statistics cover only one archetype (Odd-Eyes) and conflict with the archetype spread in deck data











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