Select 1 face-up Machine-Type Fusion Monster you control and remove it from play until the End Phase of this turn. When that monster is returned to the field, double its ATK. During your next Standby Phase, destroy it.
Doubles your Machine-type Fusion monster’s ATK when it returns to the Field.
Acts as a protection for your Machine-type Fusion monster should they be targeted by card effects.
Only applicable to Machine-type Fusion monsters
The Fusion monster will be destroyed during your next Standby Phase after you used this card on it.
It can be quite a hassle to sustain a Fusion deck in the current meta, and Cybernetic Zone is considered a support card after you successfully performed your Fusion summons, therefore it can be quite challenging to use.
Generally it quite costly and challenging to maintain a Fusion monster with double ATK on the Field, as you will be using considerable amount of resources to achieve this.
These are some of the monsters that you can use Cybernetic Zone on. Amongst these monsters, Ultimate Ancient Gear Golem has the benefit of letting you Special Summon 1 Ancient Gear Golem from your Graveyard, when it was destroyed and sent to the Graveyard.
You can use Roll Out! To equip your Machine-type Fusion monster with Heavy Mech Support Platform, so that when it was about to be destroyed during your Next Standby Phase, you can destroy Heavy Mech Support Platform instead. For VWXYZ Machine-type Fusion monsters you can opt to use B-Buster Drake for the same function as Heavy Mech Support Platform. This way you can prevent your Machine-type Fusion monster from being destroyed and their ATK remain doubled. Alternatively, you can use Mystic Wok or Destruct Potion to destroy your Machine-type Fusion monster before it was destroyed by Cybernetic Zone’s effect, in order to receive LP equivalent to its massive ATK value.
Master of Fusion Can be used each time your Life Points decrase by 1800. In the Draw Phase, instead of doing a normal draw, one Polymerization Spell Card, from outside of your Deck, is added to your hand.
Last Gamble Can be used in your Main Phase, starting from the fifth turn. Upon activation, reduces your LP to 100 and discards 2 cards from your hand. You roll a die and draw that number of cards. This skill can only be used once per Duel.
Has a use in the super robo deck, if you switched to super robolady for a direct attack, you pop this card, banish, then on your next turn, when your opponent summons a monster that could trample it, it's back w/ 2400 atk as a temp wall. Then you destuct potion at the end phase to heal, or if you have branch or centrifugal field, get a material back, both if both.
What if i play gatling dragon then get 3 heads on the toss and have to destroy my gatling dragon. Can I then use cybernetic zone to save my gatling dragon from his own coin toss? I got scared in the match and didn't wanna risk it. Haha.
It's not a comprehensive list. They didn't list things like Labyrinth Tank or YZ-Tank Cannon either. Makes me wonder why they mentioned Chimeratech Overdragon, though, since this is even more useless than normal with it.
Quick play spell, so i can defend my Ultimate golem for one turn, if someone use enemy controller :D
During your next Standby Phase, destroy it. so it wont work and great maju only gets double original attack if thats what you meant.
Man, of all the cards they could've left as anime-only, why did this get a release? It's a rather useless card, and was so even in the anime. Zane basically only used it to show off one last time before he died. It has no practical use. Even if you use Roll Out! to equip a Heavy Mech Support Platform to keep the monster around, it's simply not worth it.