Synchro Deflector
Trap Normal

Synchro Deflector

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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.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Jan 1, 2026
38± 6/ 100
Power Score
Intrinsic 39
Deck 37

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











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