Hi-Speedroid Cork Shooter
WIND 3

Hi-Speedroid Cork Shooter

  • Archetype:
  • Speedroid

  • ATK:
  • 500

  • DEF:
  • 1000

  • View:
  • 1279




1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can activate 1 of these effects; ● Add 1 "Speedroid" Spell/Trap from your Deck to your hand. ● If all materials that were used for the Synchro Summon of this card were "Speedroid" monsters, and are all in your GY, Special Summon all of them. You cannot Special Summon monsters the turn you activate this effect, except WIND monsters. You can only use this effect of "Hi-Speedroid Cork Shooter" once per turn.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 9, 2026
59± 8/ 100
Power Score
Intrinsic 56
Deck 60

Hi-Speedroid Cork Shooter — Power Evaluation

Final Score: 59 ± 8 · Confidence: Medium

  • Intrinsic: 56 · Deck: 60 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Searcher/Tutor, Recovery/Recursion

Why it scores here

Cork Shooter is a Level 3 WIND Machine Tuner whose Synchro Summon trigger converts one Synchro setup into a Speedroid Spell/Trap from the deck, with a conditional revival of Speedroid Synchro materials from the GY. It is present in all 400 sampled decks at a 1.17 average copy count, which confirms the role is practical, but its combo evidence rests on a single recorded board with no starter or material role, so the score stays in the mid-range. It has no interaction of its own and is gated behind a Synchro Summon and Speedroid-only targets, so its high accessibility inside Speedroid does not carry the score on its own.

Axis scores

Axis Score Evidence
Accessibility 70 Extra Deck Synchro monster that is live in 400/400 decks with top partners at ~98%, but cannot be used from hand without a Synchro setup (verified text; observed deck inclusion).
Combo & Conversion 50 Searches one Speedroid Spell/Trap or revives Speedroid materials on Synchro Summon, but the single recorded board has starter role 0 and searched-for role 0, so conversion is anecdotal (inferred from text; observed n=1).
Resource Economy 60 Synchro Summon search is +1 card from deck, and the GY revival branch refuels bodies when all materials were Speedroids (verified text; inferred frequency of the revival branch).
Effect & Interaction 5 The card has no negation, removal or hand-trap effect of its own (verified text).
Material Utility 65 Clean Level 3 WIND Tuner body that keeps Tuner status and attribute even when its effects are negated (verified text; inferred).
Resilience & Flexibility 35 Both effects are once-per-turn and tied to the Synchro Summon, and a guide notes stun and Phantasm Spiral-style interruption ends it (verified text; observed guide snippet).
Deck-Building Efficiency 65 Single or double copies, no garnet or lock, and splashable into Speedroid builds; 68 of 400 decks run two copies (observed deck stats).

Calculation

Weight profile: 0.7 Starter / Combo enabler + 0.3 Searcher / Tutor. Intrinsic ≈ 56, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Synchro Summon trigger searches a Speedroid Spell/Trap from the deck, so the summon converts into a live backrow card (verified text).
  • Revival branch returns the Speedroid Synchro materials from the GY when all of them were Speedroid monsters (verified text).
  • Present in all 400 sampled decks, with top partners at roughly 98% co-inclusion, so the role is real and practical (observed deck stats).
  • Level 3 WIND Tuner body stays a Tuner even when its effects are negated, so it still works as material (verified text; inferred).

Weaknesses

  • Cannot be used from hand; needs a Synchro Summon setup first (verified text).
  • Both effects are locked to Speedroid targets and the revival branch needs every material to be a Speedroid monster (verified text).
  • No negation, removal or hand-trap effect of its own (verified text).
  • Only one recorded combo board, with no starter or material role, so combo conversion is anecdotal (observed).

Counters / choke points

  • Stun and Phantasm Spiral-style interruption, per a Speedroid guide snippet (observed guide mention).
  • Negating the Synchro Summon itself stops the on-summon trigger (inferred from text).

Best use

Tuner and backrow search engine for Speedroid Synchro lines. Decks: Speedroid (archetype 576), Speedroid (archetype 267), Radiant Typhoon, Mecha Phantom Beast. Suggested copies: 1.

Evidence & gaps

  • Verified: Synchro Summon trigger adds one Speedroid Spell/Trap from the deck to hand (card text).; Revival branch Special Summons all materials when every one was a Speedroid monster in the GY (card text).; Once per turn, and cannot Special Summon non-WIND monsters the turn it is activated (card text).; Level 3 WIND Machine Tuner with 500/1000 stats (card data).
  • Observed: Appears in 400/400 sampled decks, 1.17 average copies, 68 decks at 2 copies (deck data).; Top partners Clear Wing Synchro Dragon and Speedroid Terrortop at about 98% co-inclusion (deck data).; Per-archetype inclusion of 44.4% in Speedroid gameplay type 7, typical copies 1 (usage statistics).; One recorded combo board, power index 100, with no starter or material role (combo data).; Guide snippet notes stun and Phantasm Spiral-style interruption ends the line (guide data).
  • Inferred: Revival branch is conditional and rarely live outside a pure Speedroid Synchro board.; Negating the Synchro Summon stops the on-summon trigger.; Tuner status and attribute survive negation, so it remains a clean material body.; The no-Special-Summon restriction is read as applying to the activated effect; the rulings are not confirmed.
  • Data gaps: no banlist token — assumed 3 copies (unlimited) only one recorded combo board with starter role 0, so combo conversion rests on a single sample no official ruling on whether the 'cannot Special Summon' restriction applies to the search branch usage statistics covers only Speedroid gameplay type 7 no card-specific rulings in the evidence pack











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