Trap
NormalUrgent Tuning
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3824
During the Battle Phase: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control.
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






