Synchro Call
Trap Normal

Synchro Call

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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.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Jul 1, 2026
52± 8/ 100
Power Score
Intrinsic 53
Deck 55

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











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