Spell
QuickBurning Soul
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3961
If you control a Level 8 or higher Synchro Monster: Add 1 card from your GY to your hand, except "Burning Soul", then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn after this card resolves, your opponent cannot target Synchro Monsters on the field with card effects. You can only activate 1 "Burning Soul" per turn.
Burning Soul — Power Evaluation
Final Score: 58 ± 8 · Confidence: Medium
- Intrinsic: 55 · Deck: 60 · Meta: provisional
- Primary role: Combo enabler · Secondary: Recovery/Recursion
Why it scores here
Burning Soul converts a live Level 8+ Synchro on the field into a free GY-to-hand recovery of one card plus a Synchro Summon from the monsters already in play, which is a real board-conversion and card-advantage effect. The score is held back by its gate (it does nothing without a Level 8+ Synchro), by the absence of any recorded combo boards to confirm how far it converts, and by its soft protection effect, which only stops targeting of Synchro monsters for one turn. Its presence in all 400 sampled decks reflects that it is a staple of two homes (Resonator and Archfiend), so high deck inclusion was not used to raise the score.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Quick-Play spell gated by a Level 8+ Synchro on the field, and it is run in 400 of 400 sampled decks at about 1.83 copies, but the gate is a real limit on how often it is live (text plus deck evidence, tier: observed). |
| Combo & Conversion | 55 | The card text itself converts field monsters into a Synchro Summon after the recovery, but no combo boards were supplied to show how far that goes (text-based inference, tier: inferred). |
| Resource Economy | 70 | Adds one card from the GY to hand at no cost, and the Synchro Summon uses materials already on the field, giving net card gain with no card spent (text, tier: verified). |
| Effect & Interaction | 30 | Only protects the player's Synchro monsters from opponent card-effect targeting for the rest of the turn; it does not negate or remove anything (text, tier: verified). |
| Material Utility | 5 | It is a Spell Card and cannot itself be used as Synchro or other material, so this axis scores near zero (text, tier: verified). |
| Resilience & Flexibility | 45 | Quick-Play and usable on the opponent's turn, but limited to one activation per turn and can be stopped by a single negate or by losing the Level 8+ Synchro gate (text, tier: inferred). |
| Deck-Building Efficiency | 70 | Runs at 1 to 3 copies in the sample with no garnet or brick cost, but it is only useful in a Synchro-based deck, which limits splashability (deck stats plus text, tier: observed). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Recovery / Recursion. Intrinsic ≈ 55, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Recovers one card from the GY to hand at no cost while also producing a Synchro Summon from field monsters
- Present in 400 of 400 sampled decks across 27 archetypes, with two main homes (Resonator, Archfiend)
- Cheap to run: 1 to 3 copies per deck, no garnet cost
Weaknesses
- Dead without a Level 8 or higher Synchro Monster already on the field
- Once per turn, so redundant copies cannot both be used in the same turn
- Does not interact with the opponent beyond protecting Synchro monsters from card-effect targeting for one turn
- No recorded combo boards, so the actual conversion rate is unverified
Counters / choke points
- Negating the card's effect in response to activation
- Ash Blossom & Joyous Spring style hand traps, which can stop the Synchro Summon before it resolves
- Removing or bouncing the Level 8+ Synchro monster before activation to shut off the gate
Best use
Combo enabler (GY recovery plus Synchro Summon) that extends a Synchro board turn after turn. Decks: Resonator, Archfiend. Suggested copies: 2.
Evidence & gaps
- Verified: Quick-Play Spell; if you control a Level 8+ Synchro, add one GY card (not itself) to hand, then Synchro Summon using your monsters as material; Opponent cannot target your Synchro monsters with card effects for the rest of the turn; Only one activation per turn; Run in 400 of 400 sampled decks, 1.83 copies on average, 27 distinct archetypes
- Observed: 93.2% of sampled decks are gameplay type 7; 42.5% Resonator and 38.5% Archfiend; Top partners appear in 88% to 98% of decks that run Burning Soul
- Inferred: The Synchro gate limits how often the card is live; Only one negate or Synchro-removal play is needed to stop its value; Likely a board-extension card in Synchro-based lists, not a standalone starter
- Data gaps: no combos supplied; combo conversion is text-only inference no banlist token; assumed 3 copies (unlimited) no usage statistics (StatisticsCard); archetype inclusion % inferred from deck sample only no rulings or metagame sample supplied






