Trap
NormalSynchro Material
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3618
Target 1 face-up monster your opponent controls; you can use that monster as Synchro Material this turn, as if you controlled it. You cannot conduct your Battle Phase the turn you activate this card.
Synchro Material — Power Evaluation
Final Score: 40 ± 7 · Confidence: Medium
- Intrinsic: 40 · Deck: 41 · Meta: provisional
- Primary role: Extender · Secondary: Combo enabler
Why it scores here
Synchro Material's only real value is as a conditional Synchro-material enabler: it lets one opponent's face-up monster double as your Synchro Material for the turn, potentially reaching Synchro bosses a deck could not otherwise build, at the cost of your Battle Phase. It is a Normal Trap with no archetype or search access, so it is slow and situational, and no combo evidence shows it actually converting into a real board. Its 8-deck sample and Resonator co-partners confirm only that a fringe tech is occasionally played, not that it is powerful. It has no ATK/DEF or stats to speak of, so nothing here is scored on raw numbers.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 28 | A Normal Trap with no archetype or searcher support; it must be drawn and set before it can be used, so access is slow despite clear wording (verified). |
| Combo & Conversion | 25 | It supplies a Synchro Material, but combo data shows 0 appearances and it still needs your own materials plus a matching Extra Deck target (verified). |
| Resource Economy | 38 | Spending the trap to fold the opponent's monster into your Synchro is roughly even, and the lost Battle Phase is a real tempo cost (inferred). |
| Effect & Interaction | 38 | Using an opponent's face-up monster as material effectively clears that opposing body off their field, a soft removal (inferred). |
| Material Utility | 22 | The card itself is a Trap with no body; its material value exists only in converting the opponent's monster (verified). |
| Resilience & Flexibility | 25 | A one-shot Normal Trap that needs the opponent to control a face-up monster and a Synchro line available, so it is easily negated or simply dead (inferred). |
| Deck-Building Efficiency | 40 | Runs at about 1 copy as a niche tech slot with no garnet lock, but the situational requirement keeps it off most lists (observed). |
Calculation
Weight profile: 0.7 Extender + 0.3 Combo enabler. Intrinsic ≈ 40, Deck ≈ 41, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Turns an opponent's face-up monster into Synchro Material you control, enabling Synchro Summons a deck could not otherwise assemble that turn
- Generic text with no archetype restriction, so it can be slotted wherever a Synchro line exists
- Doubles as soft removal by pulling an opponent's body off the field into your Extra Deck play
- Only requires one slot and is not a garnet
Weaknesses
- Normal Trap — slow, must be set, so it cannot enable a turn-1 Synchro play on its own
- Requires the opponent to control a face-up monster to even be live
- Still needs your own Synchro materials plus a matching Extra Deck target
- Costs the entire Battle Phase on the turn it resolves
- No combo, guide, or usage-statistic evidence of real conversion
Counters / choke points
- Backrow removal (Mystical Space Typhoon, Cosmic Cyclone) before it is used
- Trap negation such as Solemn Judgment or a set-for-set interaction
- Opponent keeping no face-up monster on board
- Removing your own materials or negating your Synchro Summon window
Best use
Niche Synchro-material extender / tech trap. Decks: Resonator / Red Dragon Archfiend Synchro, Synchron. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Normal Trap that targets 1 face-up monster the opponent controls and lets you use it as Synchro Material this turn, at the cost of your Battle Phase; Card text/type: it is a Trap with 0 ATK/DEF and no archetype
- Observed: 8 recent decks run it, all in the Main Deck, at avg 1.12 copies (7 decks at 1, 1 deck at 2); Resonator/Red Dragon Archfiend pieces (Red Sprinter, King Calamity, Red Nova Dragon, Scarlight, Crimson Resonator, Time to Stand Up) co-occur at 87.5%; Decks span 5 distinct archetype labels (D.D., Hole, Resonator, Synchron, none)
- Inferred: It functions as an enabler that uses the opponent's body to reach larger Synchro monsters the deck cannot build from its own material alone; The Battle Phase lock plus the need for an opponent's face-up monster makes it a situational, non-turn-1 tech
- 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 combo data has 0 appearances, so no observed board power index is available






