Trap
ContinuousSynchro Panic
Archetype:
Synchro
View:
1899
Activate only if a face-up Synchro Monster(s) you control is destroyed by battle or an opponent's card effect, by targeting 1 of them; Special Summon 1 Tuner and 1 or more non-Tuners from your GY, whose total Levels equal the targeted monster's, and if you do, they cannot be destroyed by battle or card effects this turn. Neither player can Synchro Summon. Destroy this card during your 3rd Standby Phase after activation.
Synchro Panic — Power Evaluation
Final Score: 44 ± 6 · Confidence: Medium
- Intrinsic: 47 · Deck: 43 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Floodgate/Control
Why it scores here
Synchro Panic is a Continuous Trap whose value depends on a face-up Synchro monster being destroyed, so it converts a board loss into a recovery of a Tuner plus non-Tuners from the GY that matches the destroyed monster's Level total. Its Synchro Summon lock applies to both players and removes itself in the controller's third Standby Phase, which makes it a timed floodgate rather than a repeatable engine. No combo data was supplied, so the score rests on card text and the 5-deck sample, and the high-level Synchro identity earned no points on its own.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | The trap needs a face-up Synchro monster to be destroyed before it can activate, and the 5 sampled decks run it at 1 to 3 copies with no searcher evidence (verified text, observed deck sample; tiers: verified, observed). |
| Combo & Conversion | 45 | The text revives one Tuner and one or more non-Tuners, which is roughly one to several bodies, but no combo boards were recorded to confirm a realistic conversion (verified text, inference). |
| Resource Economy | 60 | Recovering two or more monsters from the GY for a single trap is a strong return, although the card removes itself and is not a repeatable draw (verified text, inference). |
| Effect & Interaction | 45 | The bilateral Synchro Summon lock is real interaction for the duration it stays on the field, but it is conditional on a Synchro destruction and does not negate anything directly (verified text, inference). |
| Material Utility | 10 | A trap card contributes no Level, Attribute or material body of its own (verified text). |
| Resilience & Flexibility | 35 | As a Continuous Trap it can be removed from the Spell/Trap zone, and its trigger needs a Synchro monster on the field, so it is fragile against backrow and board-breaking interaction (verified text, inference). |
| Deck-Building Efficiency | 60 | It runs at 1 to 3 copies per deck with no garnet or lock beyond its own Synchro restriction, and the 1.4 average copies show it is cheap to include (observed deck sample, verified text). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Floodgate/Control. Intrinsic ≈ 47, Deck ≈ 43, Meta = provisional. Modifiers: self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Revives a Tuner plus non-Tuners from the GY that match the destroyed Synchro's Level total
- Bilateral Synchro Summon lock for both players
- Self-clears in the controller's third Standby Phase
- Cheap to run at 1 to 3 copies
Weaknesses
- Needs a face-up Synchro monster to be destroyed before it can activate
- Continuous Trap that is vulnerable to backrow removal
- Locks the controller's own Synchro Summons
- No combo evidence to confirm a realistic conversion
Counters / choke points
- Backrow removal of the face-up Continuous Trap
- Negation of the Synchro destruction trigger
- Non-Synchro decks that do not need Synchro Summons
Best use
Recovery/Recursion with a short Synchro lock as a secondary effect. Decks: Synchron, Junk Synchron, Ursarctic, Ice Barrier. Suggested copies: 1.
Evidence & gaps
- Verified: Trap Card, Continuous, with the GY revival, bilateral Synchro lock and third-Standby self-destruction text; Five formats of legality (TCG, OCG, MasterDuel)
- Observed: Five sampled decks run the card at an average of 1.4 copies, mostly 1 copy, with 4 of 5 decks in gameplay type 7; Top partners Synchro Overtake, Synchro Transmission and Synchro Zone each appear in 3 of 5 decks
- Inferred: Recovery/Recursion is the primary role, with the Synchro lock as a secondary effect, because the text centres on the GY revival; Generic utility is limited by the Synchro-specific trigger and restriction
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard), so archetype inclusion is inferred from the 5-deck sample only no banlist token; assumed 3 copies (unlimited)






