Synchro Strike
Trap Normal

Synchro Strike

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Target Synchro Summoned monster gains 500 ATK for each Synchro Material Monster used to Summon it, until the End Phase.




 
 
AI Power Analysis
UtilityConfidence: MediumEvaluated Jan 1, 2026
27± 6/ 100
Power Score
Intrinsic 28
Deck 27

Synchro Strike — Power Evaluation

Final Score: 27 ± 6 · Confidence: Medium

  • Intrinsic: 28 · Deck: 27 · Meta: provisional
  • Primary role: Utility · Secondary: Material body

Why it scores here

Synchro Strike is a Normal Trap that only grants a Synchro Summoned monster +500 ATK per Synchro Material until the End Phase, so it converts into nothing but a temporary combat-stat swing. It builds no board, provides no disruption, negation, or removal, and is a straight -1 in card economy that is dead unless you already control a Synchro Summoned monster. Its deck evidence (6 decks, 1 copy each, no combo appearances at all) confirms a marginal, optional role rather than a real engine piece; the ATK it grants earns no points, and the card scores low because accessibility, interaction, and resilience are all poor.

Axis scores

Axis Score Evidence
Accessibility 38 A Normal Trap that must be set and is only live when you already control a Synchro Summoned monster; it appears in just 6 of the sampled decks, always as a 1-of (verified).
Combo & Conversion 10 It builds nothing on its own and only modifies ATK, with 0 combo appearances recorded anywhere in the combo sample (observed).
Resource Economy 10 It is a pure -1: one card spent for a temporary ATK boost with no draw, search, recursion, or refuel (verified).
Effect & Interaction 8 The text offers no disruption, negation, or removal against the opponent; it only changes battle math (verified).
Material Utility 4 As a Trap it cannot become material, a Level/Attribute provider, or a name for any Summon (verified).
Resilience & Flexibility 14 The buff lasts only until the End Phase, needs both a Synchro monster and a valid target, and collapses to any removal of the Synchro or of the set Trap (inferred).
Deck-Building Efficiency 28 It is a cheap single slot with no garnet or lock, but its low impact makes each copy a weak, often dead card to carry (inferred).

Calculation

Weight profile: Utility / no clear role (default). Intrinsic ≈ 28, Deck ≈ 27, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Generic text: works with any Synchro Summoned monster, no cost and no archetype lock
  • Cheap to slot as a 1-of and can be chained during the Battle Phase
  • Occasionally swings a combat step in dedicated Synchro decks

Weaknesses

  • Temporary ATK-only effect that lasts until the End Phase
  • No disruption, negation, removal, or card advantage — a straight -1
  • Dead card unless you already control a Synchro Summoned monster
  • Zero recorded appearances in the combo sample; only 6 decks run it, always 1 copy

Counters / choke points

  • Any backrow removal or negation hitting the set Trap (e.g. spell/trap destruction or effect negation)
  • Removing or negating the targeted Synchro Summoned monster before the battle phase
  • Playing around battle math entirely with non-combat removal or protection effects

Best use

Situational combat-support Trap in Synchro decks. Decks: Junk/Synchron, Stardust Dragon, Speedroid. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: target Synchro Summoned monster gains 500 ATK per Synchro Material used, until the End Phase; Type is Normal Trap with no archetype and no cost; 6 sampled decks run it, all in the main deck, average 1 copy (max 1)
  • Observed: 0 combo appearances and 0% of combos in the recorded sample; Appears across 5 distinct archetype groupings but only 6 decks total; Top partners are Stardust Dragon, Junk Warrior and Formula Synchron at 66.7% co-deck rate
  • Inferred: Requires an existing Synchro Summoned monster to be live, making it a conditional battle trick; Low resilience because the boost expires in the End Phase and the target can be removed first; Effectively a -1 in card economy with no compensatory advantage
  • 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 deck sample is very small (6 decks), so inclusion signals are weak











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