Trap
NormalSynchro Call
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4661
Target 1 monster in your Graveyard; Special Summon it, but it has its effects negated (if any), and if you do, immediately after this effect resolves, Synchro Summon 1 DARK Dragon or Fiend-Type Synchro Monster using only monsters you control as Materials, including the Summoned monster.
Synchro Call — Power Evaluation
Final Score: 52 ± 8 · Confidence: Medium
- Intrinsic: 53 · Deck: 55 · Meta: provisional
- Primary role: Combo enabler · Secondary: Extender, Recovery/Recursion
Why it scores here
Synchro Call reliably converts a set Trap plus a Graveyard monster and field bodies into a DARK Dragon or Fiend Synchro Summon during the opponent's turn, which is exactly the payoff the Red Dragon Archfiend/Resonator shell wants — 285 sampled decks main-deck it at 1.73 copies with ~62% co-occurrence with the Archfiend Synchro line. It is not a one-card starter: it requires a Set turn, a valid GY target, and field materials to work, and the revived monster's effects are negated. Its attack/defense stats are irrelevant (it is a Trap with none). Because the payoff Synchro is restricted to DARK Dragon/Fiend, its power is real but narrow, capping the score in the mid-50s.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Not searched by the engine and a Normal Trap that must be Set before activation; it shows up in 285 sampled decks at an average 1.73 copies, confirming it is a drawn rather than tutored card (observed). |
| Combo & Conversion | 55 | Revives a GY monster with effects negated and then Synchro Summons a DARK Dragon/Fiend using only monsters you control including that body, so it enables a Synchro but is setup-dependent rather than a one-card combo (verified). |
| Resource Economy | 55 | It recurs a monster from the Graveyard into a body and Synchro material at no discard or LP cost, landing roughly even rather than a plus (inferred). |
| Effect & Interaction | 38 | The card itself offers no disruption, negation, or removal; any interaction comes only from the Synchro it makes, such as Hot Red Dragon Archfiend Abyss (inferred). |
| Material Utility | 55 | It supplies a revived body plus on-field monsters as Synchro material even with its effects negated, but the material is locked to DARK Dragon or Fiend Synchro monsters (verified). |
| Resilience & Flexibility | 45 | As a Trap it must survive a turn Set and is dead if removed before activation, though it functions across the GY and field zones once it resolves (inferred). |
| Deck-Building Efficiency | 55 | Within a DARK Dragon/Fiend Synchro shell it is a clean 1-3 copy inclusion with no locks or garnets, but it is a narrow slot outside that shell (observed). |
Calculation
Weight profile: 0.7 Combo enabler (Starter/Combo enabler profile) + 0.3 Extender. Intrinsic ≈ 53, Deck ≈ 55, Meta = provisional. Modifiers: Narrow Synchro-type restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Turns a Graveyard monster plus field bodies into a DARK Dragon/Fiend Synchro Summon, often on the opponent's turn via the Trap line
- Recycles a GY monster as both a body and Synchro material at no discard cost
- Main-decked in 285 sampled decks, confirming it is a practical core piece in the Red Dragon Archfiend/Resonator shell
- No locks or garnets — clean 1-3 copy inclusion within its supported archetypes
Weaknesses
- Normal Trap that must be Set for a turn before use, so it is slow and can be removed before activation
- Requires both a valid Graveyard target and on-field materials to function, making it setup-dependent
- The revived monster's effects are negated, so only low-value targets are worth reviving
- Synchro Summon is restricted to DARK Dragon or Fiend monsters, killing its flexibility outside those decks
- Provides no direct disruption, negation, or removal itself
Counters / choke points
- Backrow removal / destruction of the Set card before it resolves
- Graveyard disruption that removes the revival target
- Effect negation on the activation (e.g. Solemn Judgment-style counters)
- Removing the on-field materials needed for the Synchro Summon
Best use
Trap-based Synchro enabler used during the opponent's turn to bring out a DARK Dragon/Fiend Synchro. Decks: Resonator, Red Dragon Archfiend, Archfiend. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: revive 1 GY monster with effects negated, then Synchro Summon 1 DARK Dragon or Fiend Synchro using only monsters you control including the Summoned monster; Card is a Normal Trap (no ATK/DEF/Level); legal in TCG, OCG, Master Duel, Duel Links; 285 sampled decks run it in the Main Deck at an average of 1.73 copies
- Observed: Top archetype homes are Resonator (26.3%) and Archfiend (24.2%), with 32 distinct archetypes in the sample; Top partners co-occur ~55-63% (Hot Red Dragon Archfiend Abyss 63.2%, Scarlight Red Dragon Archfiend 62.5%, Crimson Resonator 62.1%); Appears in Main Deck in all 285 decks, 0 in Side
- Inferred: Functions as a combo enabler / extender during the opponent's turn by reviving and immediately Synchroing; Provides no direct disruption; interaction comes only from the Synchro it produces; Setup-dependent because it needs a Set turn, a GY target, and field materials
- 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






