Synchro Forceback
Trap Normal

Synchro Forceback

  • Archetype:
  • Synchro

  • View:
  • 1913




Target monsters on the field, up to the number of Synchro Monsters with different names you control; return them to the hand. You can only activate 1 "Synchro Forceback" per turn.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Oct 9, 2026
50± 8/ 100
Power Score
Intrinsic 51
Deck 55

Synchro Forceback — Power Evaluation

Final Score: 50 ± 8 · Confidence: Medium

  • Intrinsic: 51 · Deck: 55 · Meta: provisional
  • Primary role: Removal · Secondary: Board breaker

Why it scores here

Synchro Forceback is a set Normal Trap that returns up to N targeted monsters to the hand, where N is the number of differently named Synchro Monsters you control. Its score comes from that multi-target bounce, which is a tempo and board-clearing effect, not a permanent removal. The card's value depends on controlling Synchro Monsters, so it is only live in Synchro-based shells, and it is once per turn and can be negated once set. The 32-deck sample, 1.22 average copies and partners such as Duelist Genesis and Synchro Zone confirm it is a real, practical slot in Synchro lists. Its ATK-free text and the 19-archetype spread earn no points by themselves.

Axis scores

Axis Score Evidence
Accessibility 50 The card must be set and then needs Synchro Monsters on the field to activate, and it appears in 32 recent decks, which makes it live in Synchro shells but conditional elsewhere (text and deck evidence; no combo starter data). (verified/observed)
Combo & Conversion 40 The card bounces several monsters in one activation, but no combo boards are supplied so any conversion into a full board is inference from text only. (inferred)
Resource Economy 55 One trap card can return multiple opposing monsters, forcing replays, but it gives no card advantage and returned cards go back to hand rather than being lost. (inferred)
Effect & Interaction 55 The effect is a flexible, multi-target bounce that answers boards at speed, but it is a bounce rather than destruction and can be negated when set. (verified text, inferred strength)
Material Utility 0 A Trap card has no material or level role, so it scores zero on this axis. (verified)
Resilience & Flexibility 35 The set trap is exposed to negation or removal before it is used, and it is limited to once per turn, so redundancy is only 1-2 copies. (verified text, observed copies)
Deck-Building Efficiency 60 It is a single-copy slot that is dead without Synchro monsters, but it needs no garnets and avg copies are 1.22, so the cost is modest inside Synchro lists. (observed deck copies, inferred cost)

Calculation

Weight profile: 0.7 Removal + 0.3 Board breaker. Intrinsic ≈ 51, Deck ≈ 55, Meta = provisional. Modifiers: Synchro-dependency brick risk (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Multi-target bounce that scales with the number of differently named Synchro Monsters you control
  • Trap speed: can be activated on the opponent's turn once set
  • Single copy at 1.22 average copies, low deck-building cost
  • Present in 32 recent decks across 19 archetypes

Weaknesses

  • Requires Synchro Monsters on the field to be meaningful
  • Once per turn limit
  • Bounce is temporary: returned monsters can be re-summoned
  • Set trap is exposed to negation before use

Counters / choke points

  • Generic negation of the activated trap (rules-level; no counter cards are supplied in the evidence pack)
  • Board states with no Synchro Monsters leave it with no legal function

Best use

Removal. Decks: Synchro-based decks (T.G., Crimson Dragon, Synchron, Junk, Resonator). Suggested copies: 1.

Evidence & gaps

  • Verified: Text: targets up to the number of differently named Synchro Monsters you control and returns them to hand; once per turn; Card is a Trap Card legal in TCG, OCG and MasterDuel; Trap has no material or level role
  • Observed: Appears in 32 recent decks with 1.22 average copies and 19 distinct archetypes; Top partners include Duelist Genesis (15 decks) and Synchro Zone (14 decks)
  • Inferred: Effect is a tempo bounce rather than destruction; Value scales with differently named Synchro Monsters on the field; Set-and-wait trap is exposed to negation before activation
  • 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











https://metaduelist.com/
Top