Soundproofed
Spell Normal

Soundproofed

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This card can only be activated at the start of Main Phase 1, and only if you control no face-up Synchro Monsters. Neither player can Special Summon a Synchro Monster until your opponent's next End Phase.




 
 
AI Power Analysis
Floodgate/ControlConfidence: Medium
62± 7/ 100
Power Score
Intrinsic 63
Deck 66

Soundproofed — Power Evaluation

Final Score: 62 ± 7 · Confidence: Medium

  • Intrinsic: 63.3 · Deck: 65.5 · Meta: provisional
  • Primary role: Floodgate/Control

Why it scores here

Soundproofed is a pure lock piece: a Normal Spell that, once resolved at the start of Main Phase 1, stops both players from Special Summoning Synchro Monsters until the opponent's next End Phase. Because it is a lingering effect on a resolved Spell, backrow removal cannot answer it and hand traps such as Ash Blossom cannot negate it — only counter traps can. Its deck evidence is broad (270 decklists, 91 archetypes, 2.55 average copies), but that confirms accessibility and real usage rather than raw power, since the lock is narrow (Synchro only), symmetric, dead against non-Synchro opponents, and unsearchable. Its ATK/DEF are zero and earned no points.

Axis scores

Axis Score Evidence
Accessibility 58 Normal Spell with no archetype, no searcher and no self-summon route, so it must be drawn; it is run at 2.55 copies on average (185 of 270 lists run 3) and is live only at the start of Main Phase 1 while you control no face-up Synchro Monster (observed).
Combo & Conversion 15 It produces no bodies and builds nothing on its own — 0 combo appearances in the supplied combo sample, so its only output is the restriction itself (observed).
Resource Economy 40 It is a straight -1 with no search, draw, or Graveyard refuel; the return is a turn of denied Synchro Summons rather than card advantage (verified).
Effect & Interaction 74 A resolved lingering lock shuts off every Synchro Special Summon for your turn plus the opponent's entire next turn, cannot be removed by backrow removal, and cannot be negated by Ash Blossom; it is limited to Synchro and is symmetric (verified).
Material Utility 0 It is a Spell with no body, Level, Type or Attribute to contribute as material, and it contributes nothing when its effect is irrelevant (verified).
Resilience & Flexibility 62 The lingering-effect Spell survives destruction/banishment answers once resolved, but it is a blank card against non-Synchro opponents and its 'start of Main Phase 1' window is a strict timing (inferred).
Deck-Building Efficiency 62 Two to three cheap slots with no cost, no garnet and no engine lock, but the slot is matchup-dependent and unusable in any deck that keeps a face-up Synchro Monster on board (observed).

Calculation

Weight profile: Single role: Floodgate/Control (no secondary blend). Intrinsic ≈ 63.3, Deck ≈ 65.5, Meta = provisional. Modifiers: Symmetric self-lock / activation condition (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Blanket lingering lock on Synchro Special Summoning that covers your turn plus the opponent's entire next turn.
  • Once resolved it cannot be answered by backrow removal, and hand traps (Ash Blossom, Droll, Mulcharmy) cannot negate a card that does not add, summon from Deck, or send to the Graveyard.
  • Very splashable: 91 distinct archetypes run it in the sampled decklists, all in the main deck, mostly as a 3-of.
  • No activation cost, no once-per-turn clause and no engine restriction beyond avoiding face-up Synchro Monsters.

Weaknesses

  • Does nothing against Xyz, Link, Fusion, Ritual or any non-Synchro strategy — a dead card in those matchups.
  • Symmetric: it also blocks your own Synchro Summons for the duration.
  • Unsearchable Normal Spell with no archetype support, so access depends entirely on drawing it.
  • Strict activation window (start of Main Phase 1) and the requirement of controlling no face-up Synchro Monster.
  • Does not remove the Synchro Monsters the opponent already has on the field.

Counters / choke points

  • Counter Traps that negate the activation of a Spell (Solemn Judgment, Magic Jammer, Cursed Seal of the Forbidden Spell).
  • Opposing engines that never need Synchro Summons, which turn the card into a blank slot.
  • Anti-Spell Fragrance, which forces Spells to be Set first and delays the start-of-Main-Phase-1 activation window.
  • Playing around it by switching to Xyz/Link/Fusion lines for the turn it is active.

Best use

Main-deck anti-Synchro floodgate that locks Synchro Summoning for a full turn cycle. Decks: Exosister, Tellarknight, Constellar, Branded, Dark Magician. Suggested copies: 3.

Evidence & gaps

  • Verified: Card text: Normal Spell that can only be activated at the start of Main Phase 1 and only if you control no face-up Synchro Monsters.; Card text: neither player can Special Summon a Synchro Monster until the opponent's next End Phase.; Card legality: TCG, OCG and Master Duel; no banlist token supplied, assumed 3 legal copies.; Card text imposes no cost, no once-per-turn clause and no card-discard requirement.
  • Observed: 270 decklists run the card, all in the main deck (0 in the side deck).; Average 2.55 copies per deck: 185 lists run 3, 49 run 2, 36 run 1.; 91 distinct archetypes in the sample; the largest shares are K9 and Charmer at 5.6% each.; Top partners are generic staples: Ash Blossom 72.6%, Droll & Lock Bird 70.0%, Mulcharmy Fuwalos 68.1%, Harpie's Feather Duster 57.8%.; 0 combo appearances, 0 guide mentions and no StatisticsCard rows for this card.
  • Inferred: As a lingering effect on a resolved Normal Spell, it should not be answerable by backrow removal, and Ash Blossom cannot negate it because it does not add, summon from Deck, or send to the Graveyard.; It functions as a matchup-dependent anti-Synchro floodgate, best suited to Xyz/Fusion/Link decks that never need face-up Synchro Monsters.; No search or archetype route appears in the evidence, so its access is draw-dependent and its copies are pure main-deck slots.; Its low combo output is structural (a lock produces no bodies) rather than a sign of low effort in the line.
  • 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 no denominator for the sampled deck pool, so the true inclusion percentage cannot be computed no board/win-rate data to confirm how much the lock actually influences game outcomes











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