Synchro Rumble
Spell Normal

Synchro Rumble

  • Archetype:
  • Synchro

  • View:
  • 7790




Target 1 Tuner or 1 Level 7 or 8 Dragon Synchro Monster in your GY; Special Summon it in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Synchro Monsters. If a Level 7 or 8 Dragon Synchro Monster(s) or "Crimson Dragon" you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Synchro Rumble" per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 9, 2026
56± 7/ 100
Power Score
Intrinsic 54
Deck 58

Synchro Rumble — Power Evaluation

Final Score: 56 ± 7 · Confidence: Medium

  • Intrinsic: 54 · Deck: 58 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Utility

Why it scores here

Synchro Rumble converts a Level 7/8 Dragon Synchro or a Tuner in the GY into one Defense-position body, which is a modest recursion effect rather than a board-ending one. Its GY-banish replacement protects Level 7/8 Dragon Synchros and Crimson Dragon, which is a real but narrow defensive use. High deck inclusion (400 of 400 sampled decks, 70 archetypes) confirms the card is consistently played and cheap to run, but it does not raise the score on its own; the 5-board combo sample and a 20% starter rate keep combo conversion at a midpoint. The card has no material value, no opponent interaction, and a 'no Extra Deck Special Summons except Synchro' restriction for the rest of the turn, so high-looking stats for the monsters it returns earn nothing directly here.

Axis scores

Axis Score Evidence
Accessibility 55 Spell that needs a valid GY target (Tuner or Level 7/8 Dragon Synchro); appears in the opening hand in 20% of observed boards and is present in 400 of 400 decks, but is dead without a GY target (verified text, observed combo stat).
Combo & Conversion 50 Revives one body in Defense, so it extends a board rather than building one; the only observed starter role (1 of 5 boards) sits in boards averaging 70.4 power index (observed, inferred for the one-body limit).
Resource Economy 60 Returns a dead GY card to the field for one card spent, a small net gain; there is no draw, search or banish-cost refuel (verified text, inferred net value).
Effect & Interaction 25 No negation or removal against opponent cards; the GY-banish replacement only protects own Dragon Synchros and Crimson Dragon (verified text).
Material Utility 5 A Spell card, so it can never be Synchro material or a material body (verified frame type).
Resilience & Flexibility 55 The protection effect works from the GY, so it is live in more than one zone, but it is once per turn and only protects Dragon Synchros (verified text, inferred).
Deck-Building Efficiency 78 One copy suffices (avg 1.01 copies per deck), it is a single slot with no garnet, and the Extra Deck restriction is mild because Synchro is exempt (observed deck stats, verified text).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Utility. Intrinsic ≈ 54, Deck ≈ 58, Meta = provisional. Modifiers: Self-locking Extra Deck restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Revives a Tuner or Level 7/8 Dragon Synchro from the GY in Defense, a cheap way to restart a Synchro engine
  • GY-banish replacement keeps Level 7/8 Dragon Synchros and Crimson Dragon on the field through battle or effect destruction
  • Present in 400 of 400 sampled decks across 70 archetypes, so the card is consistently run and easy to fit
  • Single-copy slot with no garnet or lock burden

Weaknesses

  • Dead without a valid GY target
  • Adds at most one body, so it does not generate a board by itself
  • No material value and no opponent interaction
  • Once-per-turn limit on the protection effect, and the Extra Deck restriction for the rest of the turn

Counters / choke points

  • Interaction aimed at the revived monster while it sits in the GY or on the field (inferred; no counter evidence in the pack)
  • Opponent negation of the Spell itself before it resolves (inferred from card type)

Best use

Recovery/Recursion: revive a Synchro body from the GY and protect Crimson Dragon / Dragon Synchros. Decks: Synchron, Crimson Dragon, Blue-Eyes. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Target 1 Tuner or Level 7/8 Dragon Synchro in GY, Special Summon it in Defense Position; Card text: no Extra Deck Special Summons for the rest of the turn except Synchro Monsters; Card text: Level 7/8 Dragon Synchro or Crimson Dragon you control can be protected by banishing this card from the GY; Card text: once per turn activation limit; Frame type is spell, so it is not a material body; Present in 400 of 400 sampled decks; top partner Crimson Dragon in 95.5% of them
  • Observed: Appears in 5 of 5 recorded boards, starter in 1 (20%), in end hand in 1 (20%); Average power index of boards containing it is 70.4; Average copies per deck 1.01, 4 decks run 2 copies; Top Card ranking 75 of 130 in duel-links
  • Inferred: The race field reads Normal, which likely means a Normal Spell subtype; not stated outright in the evidence; The revive is roughly card-neutral: one dead card returns for one spent card; Protection is a card-saving replacement and does not add card advantage
  • Data gaps: No banlist token; assumed 3 copies (unlimited) Only 5 recorded combo boards, so combo conversion and starter rate are thin No rulings or Master Duel / TCG legal copy data in legal copies No dated metagame sample, so meta power is null Guide snippets are context only and do not name specific combo steps for this card











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