Trap
NormalSynchro Deflector
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3747
Activate only when a face-up Synchro Monster you control is selected as an attack target. Negate the attack and destroy 1 monster your opponent controls.
Synchro Deflector — Power Evaluation
Final Score: 38 ± 6 · Confidence: Medium
- Intrinsic: 39 · Deck: 37 · Meta: provisional
- Primary role: Removal / Negation · Secondary: Utility
Why it scores here
Synchro Deflector is a reactive battle trap that only converts when a face-up Synchro Monster you control is already selected as an attack target, so it is dead unless the opponent commits to combat against a board you have already built. When it does fire, it negates the attack and destroys one opponent monster, an even 1-for-1 removal that trades your Trap for their body. It earns nothing for ATK or DEF (it has none) and nothing for popularity: its 33-deck sample confirms it is a niche defensive tech in Synchro decks, not an engine piece. Its low score is driven by the narrow activation window, near-zero combo value, and the fact that it does nothing on its own.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 33 | It is an unsearchable Normal Trap that only works while you control a face-up Synchro Monster that is being attack-targeted, a two-condition board state (verified). |
| Combo & Conversion | 12 | It builds no board and appears in 0 recorded combos; it only reacts to an existing attack (observed). |
| Resource Economy | 45 | Negating the attack and destroying one monster trades 1 card for 1 card, roughly even rather than advantageous (verified). |
| Effect & Interaction | 38 | It provides a real negate-plus-destroy against one attack, but only reactively and only in the battle phase (verified). |
| Material Utility | 0 | As a Trap Card it has no body, Level, or Attribute to serve as material (verified). |
| Resilience & Flexibility | 20 | It is a one-shot, zone-locked Trap that is dead in any game state without a Synchro being attacked (verified). |
| Deck-Building Efficiency | 35 | Played at 1.42 average copies across 33 decks as a low-commitment tech slot, but it demands a Synchro-heavy shell to ever be live (observed). |
Calculation
Weight profile: Removal / Negation primary (no meaningful secondary; 1.00 applied). Intrinsic ≈ 39, Deck ≈ 37, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Negates an attack and destroys one opponent monster in a single activation
- Usable in any deck that reliably fields a Synchro Monster
- Low slot commitment, seen at 1.42 average copies
Weaknesses
- Requires a face-up Synchro Monster you control to be selected as an attack target before it can activate
- Reactive only — completely dead if the opponent does not attack or removes the Synchro first
- No combo, engine, or extension value; appears in 0 recorded combos
- One-shot Normal Trap with no recursion or repeatable interaction
Counters / choke points
- Remove the Synchro Monster before the battle phase so the trap has no legal target
- Backrow removal such as Mystical Space Typhoon (a top observed partner) before attacking
- Attack with a monster the destroyed body does not matter for, or win without entering battle
- Negate the Trap's activation with a counter trap or an omni-negate
Best use
Reactive battle-trap removal in Synchro-centric decks. Decks: Synchron, Junk, Stardust, Resonator. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: activates only when a face-up Synchro Monster you control is selected as an attack target; negates the attack and destroys 1 monster the opponent controls; Card type is Normal Trap with 0 ATK / 0 DEF and no archetype
- Observed: 33 decks run it, all in the main deck, at 1.42 average copies (max 2); Deck distribution skews to Synchro strategies: Synchron 27.3%, Junk 21.2%, Greed 12.1%; 0 combos recorded across the combo sample; no engagement as starter, material, or payoff; Top observed partners include Mystical Space Typhoon, Junk Warrior, and Junk Synchron
- Inferred: Because the only condition is controlling a Synchro, the card can function as generic defensive tech in any Synchro deck; Its value is capped at a reactive 1-for-1 removal, so it cannot convert into an engine or end-board payoff
- 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






