LIGHT
7Signal Warrior
ATK:
2400
DEF:
1000
View:
3702
1 Tuner + 1+ non-Tuner monsters Once per turn, during the Standby Phase: Place 1 Signal Counter on each face-up card in the Field Zone, also place 1 on this card. This card with a Signal Counter(s) cannot be destroyed by battle or your opponent's card effects. Once per turn: You can remove 4, 7, or 10 Signal Counters from anywhere on the field; apply this effect, depending on the number removed. ● 4: Inflict 800 damage to your opponent. ● 7: Draw 1 card. ● 10: Destroy 1 card on the field.
Signal Warrior — Power Evaluation
Final Score: 57 ± 7 · Confidence: Medium
- Intrinsic: 60 · Deck: 55 · Meta: provisional
- Primary role: Material body · Secondary: Utility
Why it scores here
Signal Warrior earns its points almost entirely as a clean, generic Level 7 Synchro body: it demands only '1 Tuner + 1+ non-Tuner monsters', costs no main-deck slots, and 52 of the 55 sampled decks run exactly one copy, mostly inside Synchron/Junk lines where partners like Junk Synchron, Junk Speeder and Satellite Warrior (38.2% co-decks) confirm it is a Synchro-climbing stepping stone. Its actual effect is a slow grind engine: counters accumulate only in the Standby Phase and the 4/7/10-counter payoffs (800 burn, draw 1, destroy 1) realistically need several turns, so it is not a combo piece and generates almost no card advantage. Its 2400 ATK and the conditional battle/effect indestructibility are noted but earn nothing on their own — the score is driven by flexibility, low deck cost, and generic material utility, not stats or rarity. Because it has 55 deck appearances but zero recorded combo appearances, it is treated as a role-player body rather than a core enabler.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Generic '1 Tuner + 1+ non-Tuner monsters' Level 7 Synchro with no archetype lock, summonable by any Synchron/Junk line in the sample (verified). |
| Combo & Conversion | 40 | Zero combo appearances in the sample; it only serves as a stepping-stone Level 7 body and contributes no advantage of its own (observed). |
| Resource Economy | 30 | Its only refuel is a 7-Signal-Counter draw that realistically needs multiple Standby Phases, so it is roughly card-neutral at best (verified). |
| Effect & Interaction | 33 | Provides conditional indestructibility and a very slow 10-counter 'destroy 1 card' removal, far too sluggish to disrupt an opponent (verified). |
| Material Utility | 60 | Clean generic Level 7 non-Tuner that converts into higher Synchro climbs (Satellite Warrior appears in 38.2% of its decks) even if its effect is negated (observed). |
| Resilience & Flexibility | 56 | Once a Signal Counter is placed it cannot be destroyed by battle or the opponent's card effects, but it needs a full turn of survival to set that up (verified). |
| Deck-Building Efficiency | 74 | Extra-Deck-only cost with no garnet, no lock and no main-deck requirement, with 52 of 55 decks running exactly one copy (observed). |
Calculation
Weight profile: Material body (primary, single role). Intrinsic ≈ 60, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Fully generic Level 7 Synchro (1 Tuner + 1+ non-Tuner), fits any deck that can produce those materials
- Zero main-deck cost, no garnet, no self-locking restriction — a near free Extra Deck slot
- Becomes indestructible by battle and opponent's card effects once it holds a Signal Counter
- Reliable stepping-stone body for Synchro climbing in Synchron/Junk lines
Weaknesses
- Signal Counters only accumulate in the Standby Phase, so all three payoffs (4/7/10) are extremely slow
- No recorded combo appearances — it is a role-player body, not a starter or enabler
- As a plain effect, it generates essentially no card advantage or interaction
- Low impact as a final board piece: 2400 ATK with no meaningful disruption on the turn it lands
Counters / choke points
- Removal or negation before the first Standby Phase, when it has no Signal Counter and no protection
- Cards that banish or return it instead of destroying it (indestructibility does not apply)
- Effects that stop the opponent drawing/Standby Phase triggers or blanket negate monster effects
Best use
Generic Level 7 Synchro climbing body / material . Decks: Synchron, Junk, Stardust. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: '1 Tuner + 1+ non-Tuner monsters', Level 7 LIGHT Warrior Synchro, 2400 ATK / 1000 DEF; Card text: once per turn during the Standby Phase, place 1 Signal Counter on each face-up Field Zone card and 1 on this card; Card text: this card with a Signal Counter cannot be destroyed by battle or the opponent's card effects; Card text: once per turn, remove 4/7/10 Signal Counters — 4 deals 800 damage, 7 draws 1 card, 10 destroys 1 card
- Observed: 55 decks run it, all in the main deck, average 1.05 copies (52 of 55 run exactly 1); Deck distribution: Synchron 36.4%, Rose Dragon 9.1%, Gravekeeper's / Synchro Event 5.5% each; Top partners: Junk Synchron, Junk Converter, Jet Synchron, Junk Speeder (52.7% co-decks each) and Satellite Warrior (38.2%); 0 combo appearances across recorded boards, so it is never a starter, searched piece, or payoff
- Inferred: Primarily used as a generic Level 7 Synchro body to climb into higher Synchro monsters in Junk/Synchron lines; Its counter payoffs realistically require several Standby Phases, so they rarely resolve in competitive games; The conditional battle/effect indestructibility gives modest staying power only after a full turn on board
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






