Synchro Control
Spell Quick

Synchro Control

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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.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: Medium
44± 7/ 100
Power Score
Intrinsic 47
Deck 46

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











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