Spell
QuickSynchro Control
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3130
Activate only if you have no Synchro Monsters on your side of the field or in your Graveyard. Pay 1000 Life Points and select 1 face-up Synchro Monster your opponent controls. Take control of the selected monster until the End Phase of your turn.
Synchro Control — Power Evaluation
Final Score: 44 ± 7 · Confidence: Medium
- Intrinsic: 47 · Deck: 46 · Meta: provisional
- Primary role: Board breaker / Going-second · Secondary: Removal
Why it scores here
Synchro Control converts one drawn card into control of an opponent's face-up Synchro Monster, which is genuine removal plus a body you can immediately use as material. That conversion is heavily gated: it only points at Synchro Monsters and only works if you have no Synchro Monster on your field or in your GY, so it is dead against non-Synchro boards and unplayable in Synchro decks, and nothing in the evidence searches it. The 0 ATK / 0 DEF and the 1000 LP payment earn nothing here — the score comes from the breadth of the condition, the observed main-deck inclusion, and the deck cost, not from stats.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 34 | No archetype or searcher route is shown, so it must be drawn, and it is only live when the opponent controls a face-up Synchro Monster while you control none and have none in the GY (inferred). |
| Combo & Conversion | 22 | It builds nothing on its own and combos_evidence records 0 appearances, so it is a reactive tech rather than a starter or extender (observed). |
| Resource Economy | 50 | Spending one card to take an opponent's monster is roughly even-to-positive in board terms, offset by a flat 1000 LP payment (inferred). |
| Effect & Interaction | 50 | Take-control of an opponent's Synchro Monster is strong removal, but it is limited to face-up Synchro Monsters and the monster returns at the End Phase if not converted into material (inferred). |
| Material Utility | 30 | The card itself provides no body; its only material value is the stolen Synchro, which can be used as Link/Synchro/Tribute fodder to remove it permanently (inferred). |
| Resilience & Flexibility | 25 | It is fully dead against decks with no Synchro Monsters and cannot be activated at all from a Synchro deck, making it a narrow single-purpose slot (inferred). |
| Deck-Building Efficiency | 55 | It is a generic one-slot card with no archetype lock or garnet, but its no-Synchro self-condition constrains deck building; observed usage is 1-2 copies at avg 1.34, all main deck (verified text + observed sample). |
Calculation
Weight profile: 0.7 Board breaker/Going-second + 0.3 Removal. Intrinsic ≈ 47, Deck ≈ 46, Meta = provisional. Modifiers: Self-locking activation condition (-3); Compact generic splash (1). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Takes control of an opponent's face-up Synchro Monster, giving both removal and an extra body for the turn.
- Quick-Play Spell with no archetype lock, so it fits any non-Synchro deck in a single slot.
- The stolen monster can be converted into Link/Synchro/Tribute material, turning the temporary steal into permanent removal.
- Observed as a consistent main-deck inclusion: 74 sampled decks across 19 distinct archetypes at avg 1.34 copies.
Weaknesses
- Only targets face-up Synchro Monsters — completely dead against any opponent not fielding Synchro Monsters.
- Cannot be activated if you have a Synchro Monster on your field or in your GY, so Synchro decks can never use it.
- Costs 1000 LP on top of the card itself.
- Control lasts only until the End Phase; the monster returns unless it is used as material or otherwise removed.
- No search route is evident, so it must be drawn naturally.
Counters / choke points
- Opponents with no Synchro Monsters make it a dead card.
- Spell-activation negation such as Solemn Judgment.
- Removing or flipping down the targeted Synchro Monster in response to the activation.
- Monsters unaffected by targeting or immune to control-changing effects.
Best use
Going-second take-control / removal tech. Decks: Non-Synchro going-second decks (Machina, Gadgets, Cyber Dragon, Sky Striker), Snake-Eyes, Diabellstar. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Quick-Play Spell; activate only if you have no Synchro Monsters on your field or in your GY; pay 1000 LP; take control of 1 face-up Synchro Monster the opponent controls until the End Phase of your turn.; Listed as legal in TCG, OCG, Master Duel and Duel Links (formats field).; Observed copies per deck run 1-2 (49 decks at 1, 25 decks at 2; avg 1.34), all main deck, none in side.
- Observed: 74 of the sampled decks include the card, all in the main deck, spread over 19 distinct archetypes.; combos_evidence records 0 appearances with 0% as starter, searched, material, payoff, end board or end hand.; Top co-deck partners are generic staples (Ash Blossom 63.5%, Called by the Grave 60.8%, Effect Veiler 56.8%), not archetypal support.
- Inferred: It functions as a going-second take-control tech aimed at Synchro-heavy opponents rather than a combo piece.; The stolen monster can be used as Link/Synchro/Tribute material, which converts the End-Phase temporary steal into permanent removal.; Because of the no-Synchro activation condition, the card cannot be run in Synchro-based decks at all.
- 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 decks_evidence lists Synchro-based archetypes (Synchron, White Forest, Kewl Tune) that cannot satisfy the card's activation condition, suggesting noisy attribution no searcher or access-route data confirming how the card is found in the decks that run it






