Urgent Tuning
Trap Normal

Urgent Tuning

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During the Battle Phase: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Feb 14, 2026
44± 6/ 100
Power Score
Intrinsic 42
Deck 45

Urgent Tuning — Power Evaluation

Final Score: 44 ± 6 · Confidence: Medium

  • Intrinsic: 42 · Deck: 45 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Extender, Utility

Why it scores here

Urgent Tuning converts very little on its own: it is a Normal Trap that must be set for a turn and is only live during a Battle Phase, so both its accessibility and its combo conversion are low. What it does offer is a fully generic way to Synchro Summon using monsters you already control, which is why a spread of Synchro decks (Fleur, Synchron, Rose Dragon, Crimson Dragon) run 1-2 copies as a niche tech. The 0 recorded combo appearances and the lack of any self-search or board-independent line keep it from being a real starter. It has no ATK/DEF, Level, or body worth counting, so none of its 'presence' earns points — its entire value is the extra Synchro timing.

Axis scores

Axis Score Evidence
Accessibility 30 Normal Trap that must be set a turn before it can do anything and only functions during a Battle Phase, with no confirmed search route (verified text + inferred).
Combo & Conversion 35 Produces a Synchro Summon using monsters already controlled, but needs an established board and never starts a line — 0 recorded combo appearances (observed + inferred).
Resource Economy 45 Trades one Trap card plus on-field monsters for a single Synchro Summon, roughly card-neutral (inferred).
Effect & Interaction 25 The Trap itself grants no disruption or removal; any interaction is whatever the summoned Synchro happens to carry (verified text + inferred).
Material Utility 10 A Trap with no ATK/DEF, Level, or name — it cannot itself be used as material or a name/level provider (verified).
Resilience & Flexibility 30 A telegraphed set card, vulnerable to backrow removal before the Battle Phase and dead without a board of tunable monsters (inferred).
Deck-Building Efficiency 48 Cheap 1-2 slot tech with no garnet and no lock, but it only pays off inside a Synchro-heavy, battle-phase-capable deck (observed: 1.39 avg copies across 23 decks).

Calculation

Weight profile: 0.7 Combo enabler + 0.3 Extender. Intrinsic ≈ 42, Deck ≈ 45, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Fully generic Synchro Summon access that splashes into any deck with tunable monsters on field
  • Battle-Phase timing creates a surprise Synchro window (e.g. alongside Formula Synchron, a 30.4% co-deck partner)
  • Cheap to run: 1-2 copies, no garnet, no lock, no archetype requirement
  • Played across 11 distinct archetypes, confirming it is a real, portable tech rather than a forgotten pick

Weaknesses

  • Trap speed: must be set a full turn before it is live, and only during a Battle Phase
  • Never starts a line — completely dead without monsters already on the field
  • Provides no disruption, removal, or negation of its own
  • No confirmed searcher, so it must be drawn naturally
  • 0 appearances across recorded combo boards
  • Vulnerable to backrow removal and negation before its narrow activation window

Counters / choke points

  • Backrow removal (Harpie's Feather Duster, Mystical Space Typhoon) clears it before the Battle Phase
  • Trap negation (Solemn Judgment, Jinzo-style effects) blanks the activation
  • Removing the player's field so there are no monsters to tune with
  • Forcing/ending the Battle Phase before the window opens

Best use

Battle-Phase Synchro enabler / surprise extender. Decks: Fleur, Synchron, Rose Dragon, Crimson Dragon, Genex. Suggested copies: 1.

Evidence & gaps

  • Verified: Normal Trap whose text reads: 'During the Battle Phase: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control.'; No ATK/DEF/Level/Link — the card has no body and cannot be used as material.; Legal in TCG, OCG, MasterDuel and DuelLinks; no banlist token supplied.
  • Observed: 23 recent decks run it, all in the main deck, at an average of 1.39 copies (max 2; 14 decks at 1 copy, 9 at 2 copies).; Spread across 11 distinct archetypes, led by Fleur (26.1%), Genex (13%), Crimson Dragon (8.7%), Synchron (8.7%) and Rose Dragon (8.7%).; 0 appearances across recorded combo boards — no starter/searched/material/payoff/end-board usage detected.; Top observed partners include Tuning and Monster Reborn (43.5% each) and Formula Synchron (30.4%), indicating a Synchro-toolbox context.
  • Inferred: Because activation is restricted to a Battle Phase, the card must generally be set a turn in advance and is telegraphed to the opponent.; Its generic text means it can convert any on-field monster set into a Synchro body during the Battle Phase, which is why it appears in many different Synchro decks.; With no self-search and no board-independent line, it functions as a reactive tech rather than a starter.
  • 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 the 23-deck sample only no recorded board power index with or without the card











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