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.
Cons
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.
Tips
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.
Applicable Monsters
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.
Fusion Time! Can be used each time your Life Points decrease by 1500. In the Draw Phase, instead of doing a normal draw, Polymerization spell card, from outside of your Deck, is added to your hand.
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.
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