LIGHT
12Shooting Quasar Dragon
ATK:
4000
DEF:
4000
View:
17142
1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's maximum number of attacks per Battle Phase equals the number of non-Tuner monsters used as its Synchro Material. Once per turn, during either player's turn, when a card or effect is activated: You can negate the activation, and if you do, destroy it. When this card leaves the field: You can Special Summon 1 "Shooting Star Dragon" from your Extra Deck.
Shooting Quasar Dragon — Power Evaluation
Final Score: 70 ± 6 · Confidence: Medium
- Intrinsic: 68 · Deck: 72 · Meta: provisional
- Primary role: Boss/End-board · Secondary: Negation/Interaction
Why it scores here
Shooting Quasar Dragon earns its score as an end-board payoff rather than as a stat stick: it is the payoff and an end-board piece in 100% of its recorded combos, which sit at power index 100 with 3-4 monsters on board, so it reliably caps a Synchro climb with a broad once-per-turn omni-negate. Its 4000 ATK and 4000 DEF earn nothing here - the value is the negation plus the replacement Shooting Star Dragon body it Special Summons when it leaves the field. It is held back by a demanding summoning requirement (1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters, no other Special Summon method) and by being a pure endpoint with 0% starter role and 0% material role, so it never produces value on its own. The score reflects a strong, well-supported finisher that costs a dedicated Synchro shell to use.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 58 | Extra Deck monster so it is never a hand garnet, but it requires 1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters (card text, verified); combo data shows 0% starter role and 0% searched-for role, so it is only reached at the end of a Synchro climb (observed). |
| Combo & Conversion | 78 | In both recorded combos it is the payoff and in the end board, in boards with 3-4 monsters and avg power index 100 (observed), converting a roughly 1.5-card line into a full disruptive board. |
| Resource Economy | 62 | It costs no hand cards from the Extra Deck and its leave-field trigger Special Summons Shooting Star Dragon as a replacement body (card text, verified); recorded boards show netCardAdvantage 6 (observed). |
| Effect & Interaction | 83 | Once per turn, during either player's turn, it can negate the activation of any card or effect and destroy it (card text, verified) - broad, flexible, turn-agnostic negation coverage. |
| Material Utility | 38 | As a Level 12 Synchro it is a legal but rarely useful material, and the 'must be Synchro Summoned' clause means it never arrives as a free body; combo data shows 0% material role (observed). |
| Resilience & Flexibility | 60 | The on-leave Special Summon of Shooting Star Dragon refunds a body after removal and the negate works on either player's turn (card text, verified), but it offers only one negation per turn and no self-protection while face-up (inferred). |
| Deck-Building Efficiency | 62 | One Extra Deck slot with no main-deck brick (verified), though the 3-Synchro-material requirement forces a Synchro-dense build; observed at 1.43 average copies across 25 distinct archetypes (observed). |
Calculation
Weight profile: 0.7 Boss/End-board + 0.3 Negation/Interaction. Intrinsic ≈ 68, Deck ≈ 72, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Once-per-turn negation of any card or effect activation, usable on either player's turn (card text)
- Special Summons Shooting Star Dragon when it leaves the field, refunding a body after removal (card text)
- Observed as the payoff and end-board piece in 100% of its recorded combos, in boards with power index 100 (observed)
- Lives in the Extra Deck, so it is never a dead main-deck draw (card text)
- Attack count scales with the number of non-Tuner Synchro materials used (card text)
Weaknesses
- Requires 1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters, a three-material Synchro Summon (card text)
- Must be Synchro Summoned and cannot be Special Summoned by other ways (card text)
- Only one negation per turn and no inherent self-protection while face-up (card text)
- Functionally a pure endpoint: 0% starter role, 0% searched-for role, 0% material role in recorded combos (observed)
- The negate is a monster effect that can itself be chained to or negated (inferred)
Counters / choke points
- Effect negation chained to its own negate (e.g. an omni-negate or hand trap) (inferred)
- Board breakers that remove it without triggering a useful defense (e.g. Dark Ruler No More, Forbidden Droplet-type effects) (inferred)
- Tribute-based removal such as Kaiju/Lava Golem style monsters that ignore its negation (inferred)
- Negating the Synchro Summon itself with Solemn-style counter traps (inferred)
Best use
End-board boss and once-per-turn omni-negate payoff at the top of a Synchro climb. Decks: Stardust / Synchron, Centur-Ion, Bystial, Synchron, Junk. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Synchro Material is 1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters; Card text: must be Synchro Summoned and cannot be Special Summoned by other ways; Card text: once per turn, during either player's turn, negate the activation of a card or effect and destroy it; Card text: when it leaves the field, Special Summon 1 Shooting Star Dragon from the Extra Deck; Card text: maximum attacks per Battle Phase equals the number of non-Tuner monsters used as Synchro Material
- Observed: 400 recorded decks run it, 400 in the main engine sample, average 1.43 copies; Appears across 25 distinct archetypes, led by Stardust/Synchron (57.8%) and Centur-Ion (15.2%); In 2 recorded combos it is 100% payoff and 100% in the end board with avg power index 100; Observed boards when present hold 3-4 monsters with netCardAdvantage 6 and avg starter count 1.5; Usage statistics: 100% inclusion in Bystial/Ogdoadic/Tech Genus samples, 75% in Stardust/Synchron
- Inferred: It functions only as a finisher/payoff, since it shows 0% as starter, 0% as searched and 0% as material; The leave-field Special Summon gives it a soft recovery line against a single removal effect; Because both its negation and its body are field-bound, it loses most value if the Synchro Summon itself is negated
- Data gaps: No dated metagame sample supplied, so meta power is provisional/null Only 2 recorded combos, so combo-role percentages rest on a very small sample legal copies is listed only for Duel Links (3); TCG/OCG/Master Duel copy limits are not provided in the evidence






