Synchro Creed
Spell Normal

Synchro Creed

  • Archetype:
  • Synchro

  • View:
  • 2902




If a Synchro Monster is on the field: Draw 1 card, then, if 3 or more Synchro Monsters are on the field, you can draw 1 more card. You can only activate 1 "Synchro Creed" per turn.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Oct 9, 2026
53± 6/ 100
Power Score
Intrinsic 49
Deck 56

Synchro Creed — Power Evaluation

Final Score: 53 ± 6 · Confidence: Medium

  • Intrinsic: 49 · Deck: 56 · Meta: provisional
  • Primary role: Utility

Why it scores here

Synchro Creed is a free, once-per-turn draw spell: it draws 1 card while a Synchro Monster is on the field and a second only with 3 or more. Its value is card advantage at zero cost, which the resource_economy axis captures. Its high deck count (313 of the sample) shows it is a consistent Synchro-deck include, but per guardrail 3 that frequency does not raise the score. The card has no combo, interaction or material value, so its ceiling is low.

Axis scores

Axis Score Evidence
Accessibility 60 Hand-held spell that needs a Synchro Monster on the field to draw, and no searcher or combo-start data is supplied; live in most Synchro decks with 313 recorded decks (observed, inferred for the field condition).
Combo & Conversion 35 Text-only draw with no combo appearances recorded (appearances 0), so conversion is limited to +1 or +2 cards (inferred from text).
Resource Economy 70 Draws 1, and a second card with 3+ Synchro Monsters, at no cost, once per turn; a clean +1 to +2 card advantage (verified from card text).
Effect & Interaction 5 No negation, removal or hand-trap reach; the card text contains no opponent interaction (verified from card text).
Material Utility 0 A Spell Card cannot be used as Synchro material, so there is no body value (verified from card text).
Resilience & Flexibility 45 Once per turn and conditional on the field; generic spell negation can stop it, and no card-specific counters are supplied (inferred).
Deck-Building Efficiency 85 A single slot with no garnet or lock; the usage stats show typical copies of 1 across all three tracked archetypes (observed).

Calculation

Weight profile: Utility / no clear role (default) weights. Intrinsic ≈ 49, Deck ≈ 56, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Free, repeatable +1 to +2 card advantage with no cost beyond a Synchro Monster on the field
  • Single-slot, typically 1 copy, with no garnet or lock restriction
  • Broad deck fit: 313 recorded decks across 56 archetypes, with Synchro Event, Junk and Stardust leading

Weaknesses

  • Needs a Synchro Monster on the field, so it is dead in a hand with no Synchro board
  • The second draw needs 3 or more Synchro Monsters on the field
  • Once per turn, and no interaction, searching, or material value
  • No combo evidence recorded, so its real conversion rate is unmeasured

Counters / choke points

  • Generic spell negation (no card-specific counters are supplied in the evidence)

Best use

Utility draw spell for Synchro boards. Decks: Synchro Event, Junk, Stardust, Synchron. Suggested copies: 1.

Evidence & gaps

  • Verified: Draws 1 card, and a second with 3+ Synchro Monsters on the field, once per turn (card text); Spell Card, so it cannot be used as material (card type); 313 recorded decks, 56 distinct archetypes, typical copies 1 (decks_evidence, usage_statistics)
  • Observed: Top partner co-occurrence led by T.G. Hyper Librarian at 78.9% (decks_evidence); Typical copies of 1 across Spirit Message, Black Luster Soldier and Kuriboh (usage_statistics)
  • Inferred: Accessibility depends on a Synchro Monster being on the field when the card is drawn; Generic spell negation is the realistic counter
  • Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies (unlimited) is assumed no card rulings supplied











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