Synchro Material
Trap Normal

Synchro Material

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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.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Apr 28, 2026
40± 7/ 100
Power Score
Intrinsic 40
Deck 41

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











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