#synchro

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RIRA-JP008Fortune Lady Pasty (Fortune Lady Past)Level 1 DARK Spellcaster Tuner Effect MonsterATK ?DERIRA-JP008Fortune Lady Pasty (Fortune Lady Past)Level 1 DARK Spellcaster Tuner Effect MonsterATK ?DERIRA-JP008Fortune Lady Pasty (Fortune Lady Past)Level 1 DARK Spellcaster Tuner Effect MonsterATK ?DERIRA-JP008Fortune Lady Pasty (Fortune Lady Past)Level 1 DARK Spellcaster Tuner Effect MonsterATK ?DERIRA-JP008Fortune Lady Pasty (Fortune Lady Past)Level 1 DARK Spellcaster Tuner Effect MonsterATK ?DERIRA-JP008Fortune Lady Pasty (Fortune Lady Past)Level 1 DARK Spellcaster Tuner Effect MonsterATK ?DE

RIRA-JP008
Fortune Lady Pasty (Fortune Lady Past)
Level 1 DARK Spellcaster Tuner Effect Monster
ATK ?
DEF ?
You can use the (3)rd effect with this card’s name only once per turn.
(1)This card’s ATK and DEF become this card’s Level x 200.
(2) Once per turn, during your Standby Phase: Increase this card’s Level by 1. (max. 12)
(3) You can target 1 “Fortune Lady” monster you control; banish from your hand, field, and/or GY any number of Spellcaster monsters, except the targeted monster, and if you do, either increase or decrease the targeted monster’s Level by the same number until the end of the turn.


RIRA-JP038Fortune Lady Every (Fortune Lady Ever)
Level 7 LIGHT Spellcaster Synchro Effect Monster
ATK ?
DEF ?
Synchro Materials: 1 Tuner + 1+ non-Tuner Spellcaster monsters
You can use the (3)rd effect with this card’s name only once per turn.
(1) This card’s ATK and DEF become this card’s Level x 400.
(2) Once per turn, during your Standby Phase: Increase this card’s Level by 1 (max. 12), then you can banish 1 face-up monster your opponent controls.
(3)Once per turn, during your opponent’s End Phase, if this card is in your GY: You can banish 1 other Spellcaster monster from your GY; Special Summon this card.

2.—

RIRA-JP056Fortune Lady Calling
Normal Spell Card
You can activate 1 card with this card’s name per turn.
(1) If you control a “Fortune Lady” monster: For the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Synchro Monsters, also Special Summon from your Deck 1 “Fortune Lady” monster with a name different from the cards you control.

RIRA-JP077Fortune Lady Rewind
Normal Trap
You can activate 1 card with this card’s name per turn.
(1) Target any number of your banished “Fortune Lady” monsters with different names; Special Summon them, but shuffle them into the Deck during the End Phase.

3.—

RIRA-JP055フォーチュン・ヴィジョン Fortune Vision
Continuous Spell Card
You can only activate a card with this card’s name once per turn.
(1)When this card is activated: You can add 1 “Fortune Lady” card from your Deck to your hand.
(2) Once per turn, if a card you control is banished by an effect: You can activate this effect; during this turn, monsters you control cannot be destroyed by effects.
(3) Once per turn, if a card your opponent controls is banished by an effect: You can activate this effect; once during this turn, you take no damage from battle.


Fortune Fairy Hikari-chan
LIGHT/Spellcaster
Level 1
0/0
You can only use the (1) and (2) effects of this card’s name once per turn each.
(1)When you draw this card: You can reveal it; Special Summon it.
(2) If this card is Special Summoned from the hand: You can target 1 monster you control; send it to the GY, and if you do, Special Summon 1 Level 1 Spellcaster monster from your Deck.

Coming out in Rising RampageonApril 13, 2019 [OCG]


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King’s Consonance————————————————When an opponent’s monster declares a direct attack: Ne

King’s Consonance
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When an opponent’s monster declares a direct attack: Negate the attack, then you can apply the rest of this card’s effect. Banish 1 Tuner monster and any number of non-Tuner monsters from your Graveyard, whose total Levels equal 8 or less, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total Levels of those banished monsters. (This Special Summon is treated as a Synchro Summon.)
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Can Be Found In: Premium Gold: Infinite Gold (PGL3-EN019)

Attack negation is an unharm yet quite efficient tool to keep us and our monsters from any attacks, ranging from stopping a single battle to nullifying the whole Battle Phase. Unfortunately, as more options threatening monsters outside battles became more recurrent these cards became less reliable, with a very few remaining in Stall Decks thanks to their chainable nature. But while far from a staple pick in most current builds, attack negation tries to adapt with new mechanics like hand effects and some additional bonuses.

“King’s Consonance” is a Trap Card that aims for a full comeback in the very worst conditions of a Duel. If the opponent declares a direct attack, “King’s Consonance” activation will simply negate it. But after that “King’s Consonance” effect continues with a Synchro Summon, using a Tuner and other materials in our Graveyard being banished for a Level 8 or below Synchro Monster. Quite a particular card very few can replicate, “King’s Consonance” has the potential to not only save us from lethal damage but also immediately bring out one of many lead monsters our Extra Deck can offer at the moment.

There’s really no need to wait for the very last turns to use “King’s Consonance”, as once the opponent declares a direct attack (Even by a monster that can ignore ours to battle) it can get into action to help us. While is highly preferable to have enough materials in the Graveyard for this Trap’s Synchro Summon, don’t hesitate on activating this card in dangerous situations where it could stop lethal damage and/or an OTK setup. But given the nature of Trap Cards, we can play normally with our Synchro Summons to then Set “King’s Consonance” for coverage. While “King’s Consonance” covers a big number of Levels with its effect, one vital thing about its effect is that is able to ignore special requeriments of the Synchro Monsters we can potentially summon. Some like “Flower Cardian Lightshower” and “Junk Destroyer” will bypass their unique conditions to arrive during the opponent’s turn and disrupt their game, while monsters requiring other Synchro Monsters like “Life Stream Dragon” and “Crystal Wing Synchro Dragon” will make their arrival far cheaper compared to common means. But regardless of the Synchro Summon as the opponent might continue their Battle Phase, we can then follow with “King’s Synchro” as uses the just brought Synchro Monster for an even bigger summon using a Tuner from our Graveyard while also negating the incoming attack.

“King’s Consonance”  has very interesting potential when we examine the possibilities of its summoning effect, going beyond negating a simple attack and putting us out of danger. Ignoring most summoning conditions among Synchro Summons, “King’s Consonance” pretty much offers a massive card pool of Synchro Monsters ready to arrive during the opponent’s Battle Phase with the right effect for the situation. Despite depending on the Graveyard for these results, is a no brainer that a Deck with this Trap Card won’t take long on spending materials for Extra Deck summons of any kind, keeping a few slots for the best Synchro Monsters this card can assist us with in response of a direct attack. That’s really the main problem of “King’s Consonance” however, as while direct attacks are a common ocurrence in most Duels the opponent might use any options to clear our backrow and/or simply battle our monsters if that assures some solid damage. But despite some hiccups on its activation, the thousands of Synchro Summons “King’s Consonance” alone can cover makes it a strong defensive tool to save us from any trouble with a big comeback.

Personal Rating: B+

+ Negates an opponent’s direct attack
+After its attack negation will use materials in the Graveyard to Synchro Summon a Level 8 or below monster
+Ignores the majority of Synchro Summon conditions

-Might require Graveyard management and a suitable Extra Deck for its effect
-Its activation requeriment might make it not as dependable in some battles


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Dark Strike Fighter————————————————1 Tuner + 1 or more non-Tuner monstersDuring your Main Phase 1: Y

Dark Strike Fighter
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1 Tuner + 1 or more non-Tuner monsters
During your Main Phase 1: You can Tribute 1 monster; inflict damage to your opponent equal to the Tributed monster’s Level on the field x 200. You can only use this effect of “Dark Strike Fighter” once per turn.

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Can Be Found In: Crimson Crisis (CRMS-EN040), Legendary Collection 5D’s Mega Pack (LC5D-EN234)

While a wide open format where every card released can be played makes things easier for many demographics, as years passes things become more complicated to keep a balanced game. New or old cards can immediately become broken by a previous or recent release, combos of all kinds can go from a funny setup to a simple OTK, and the constant powercreep as new mechanics are introduced every few years. To try to counter these constant issues the game started with a banlist, but recently we also have rule changes as well forbidden cards getting their effects modified to prepare for a playable status.

“Dark Strike Fighter” quickly became a popular Synchro Monster due an incredible OTK potential along a few monsters to work with, but after a pass through the banlist and a reprint with some tweaks on its effect it became a much tamer creature compared to its original debut. Once during our Main Phase 1, “Dark Strike Fighter” can tribute any monster on our field to deal 200 damage for each Level of the tributed monster. While the first print of this monster had zero restrictions to deal damage with, obviously this version of “Dark Strike Fighter” won’t assure the insane results that obtained many years ago. However, although far from reaching the loops and OTKs that made it famous, “Dark Strike Fighter” can become a safe choice to deal some solid damage in late game.

“Dark Strike Fighter” might have lost in performance when comes to its effect, but still has great options to be Synchro Summoned effortlessly when its assistance is needed. The most known setup involving this monster is with “Black Salvo”, capable of reviving a DARK Machine in our Graveyard and work together for a Synchro Summon. However, many other monsters with a similar effects appeared before and after “Black Salvo” debut, allowing us to assure the summon of “Dark Strike Fighter” with many alternatives such as “Masked Chameleon” and “Synchron Explorer” among many others. But we don’t need to have proper targets in the Graveyard to start summoning materials, as many common tools like “Instant Fusion” or “Crystrone Needlefiber”, as well archetypes like Synchron and Speedroid having a big focus towards Synchro Summoning, overall it won’t take too many resources to summon this monster on time. Without any special conditions on its Synchro Summon, “Dark Strike Fighter” is accesible for any build with some focus on this type of Extra Deck summons.

Although lost the OTK results from its debut many years ago, “Dark Strike Fighter” still assures some incredible damage along the proper monsters to play with. If the opponent has a tough field to pass through attacks or effects, “Dark Strike Fighter” can tribute any monster (including itself)  if that means finishing them off if the damage dealt. Under the right Deck, “Dark Strike Fighter” can gain monsters with high Levels to deal on average 2000 damage with each tribute. Some like “Exodius the Ultimate Forbidden Lord” and “Tragoedia” have very easy summon conditions to be ready to work with this monster’s effect, the Trap Card “Metal Reflect Slime” becomes a Level 10 monster when playerd, while archetypes such as Gimmick Puppet and Railway have no problems to provide members like “Gimmick Puppet Magnet Doll” and “Speedy Express Bullet Liner” respectively to be tributed. Many of these monsters have certain demerits to have a viable performance in battles, so tributing them in our Main Phase 1 makes it far less of a flaw when they are involved. Combined with the usual revival options, “Dark Strike Fighter” can deal big chunks of damage despite its weakened effect.

“Dark Strike Fighter” might lost popularity as soon its reprint was released, but that doesn’t make it less of a threat in its current status. With a very cheap Synchro Summon and many High Level monsters easily accesible from early to late game, a “Dark Strike Fighter” on the loose can deal incredible damage to the point of becoming a viable finisher under the right build. That’s really its biggest problem, as no matter we want to spend high Level monsters on its effect or trying to exploit particular interactions such as “Destiny End Dragoon”, to obtain the best from “Dark Strike Fighter” will require its own build. Yet, even if “Dark Strike Fighter” ends tributing itself to deal damage with, is a great choice no matter if we are looking for a solid source of damage or a summon that will assure us a cheap win in late game.

Personal Rating: A-

+Tributes a monster during our Main Phase 1 to deal as much damage as the Level of the tributed monster
+ Easy to summon
+Many high Level monsters to work along its effect

-Might require its own Deck
-Might only be useful in late game


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Junk Berserker————————————————“Junk Synchron” + 1 or more non-Tuner monstersYou can bani

Junk Berserker
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“Junk Synchron” + 1 or more non-Tuner monsters
You can banish 1 “Junk” monster from your Graveyard, then target 1 face-up monster your opponent controls; that target loses ATK equal to the banished monster’s ATK. At the start of the Damage Step, if this card attacks a Defense Position monster: Destroy that monster.

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Can Be Found In: Extreme Victory (EXVC-EN037), Legendary Colection 5D’s Mega Pack (LC5D-EN043)

Junk are part of the archetype trio created along Synchron and Warriors, as they debuted together along Synchro Monsters. Mainly known for their Synchro Monsters, Junk monsters often become the lead of many Decks thanks to many options supporting their materials. With a diversity on effects ready to deal with any situation, Junk monsters might have restrictions on their Synchro Summon but is a tame demerit given their easy setups and solid performance.

“Junk Berserker” is a Synchro Monster which will defeat almost any monster in battle in one way or another with the use of its two abilities. At cost of banishing a Junk monster in our Graveyard, “Junk Berserker” will make an opponent monster lose as much ATK as that of the banished card. But if “Berserker” battles a Defense Position monster, it will be immediately destroyed right when the Damage Step begins. Along some respectable stats as well a popular Tuner that will ease its arrival as its main material, “Junk Berserker” will either weaken any enemies on the field to be easily taken down in battle, or simply break through any defenses as potentially creates an opening for direct attacks.

Although restricted to a single monster as its only Tuner, “Junk Berserker” is far easier to summon than might look. “Junk Synchron” has the ability to revive a low Level monster when Normal Summoned, and with its Level 3 and an effortless additional summon it won’t take us too many expenses. While only having “Junk Synchron” and maybe its other copies might seem a problem there’s no much to worry about, not only due cards like “Tuning” and “Reinforcement of the Army” looking for it to be added in our hand but also “Quickdraw Synchron” taking its role as Tuner of “Berserker” along a higher Level to potentially make the summon even easier. Together with materials often seen along Synchrons like “Doppelwarrior” and “Quillbolt Hedgehog”, “Junk Berserker” won’t be more difficult to Synchro Summon than other monsters with more liberties on their arrival.

With two abilities providing a great advantage in most battles along its easy Synchro Summon, “Berserker” becomes a reliable option to defeat any troublesome monsters when its assistance is immediately needed. Having a Junk monster to banish in our Graveyard is not much of a problem, not only given its Tuner “Junk Synchron” can be used as a cost but also other recurring members like “Junk Servant” and “Junk Giant” often using their effects to assist in our Extra Deck summons. Since its weakening effect depends on the banished monster’s ATK “Berserker” will get its best results the stronger the Junk monster we banish, so if we have lead monsters like “Junk Destroyer” or other copies of “Berserker” in our Graveyard is possible to erase almost all the ATK of an opponent’s monster. Keep also on mind that this effect has no restrictions besides how many Junk monsters we have in the Graveyard, giving us the opportunity to weaken several monsters on the opposite field to take down with all our monsters. Last there’s its ability to destroy defensive monsters, although simpler yet situational in most matches it can become a viable option to take down any enemies if we’re playing along cards like “Enemy Controller” or “Book of Moon” among others.

Overall covering any monster is battling against, “Junk Berserker” is a solid choice when we want to assure the defeat of almost any monster on the field. With an easy Synchro Summon thanks to “Junk Synchron” and its substitute “Quickdraw Synchron”, “Junk Berserker” can weaken one or more monsters on the field for an easy defeat as well transfer high battle damage, while its second effect can deal with strong defenses as well ignore certain effects like Flip Monsters. But although “Junk Berserker” can be one of our best choices to lead battles with, the competition of Synchro Monsters of its Level is rough nowadays and its archetype. With now Link Monsters taking Extra Deck space to assist on consecutive summons, and the fact its core effect relies on which and how many Junk Monsters we have in the Graveyard to be efficient, “Junk Berserker” might not be a must have for any Synchro Deck but is still a solid option when we need the immediate defeat of any tough monsters during battle.

Personal Rating: B+

+ Banishes a Junk monster in the Graveyard so a monster loses as much ATK as the monster banished had
+ If attacks a Defense Position monster will be automatically destroyed
+ Solid support for an easy summon

-Overshadowed by other Synchro Monsters
- Complete reliance of our Graveyard and which Junk monsters we have in it


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Ancient Pixie Dragon————————————————1 Tuner + 1 or more non-Tuner monstersAfter resolving a Field Sp

Ancient Pixie Dragon
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1 Tuner + 1 or more non-Tuner monsters
After resolving a Field Spell Card that was activated during your turn: Draw 1 card. You can only use this effect of “Ancient Pixie Dragon” once per turn. Once per turn: You can target 1 face-up Attack Position monster on the field; destroy that target. There must be a face-up Field Spell Card on the field to activate and to resolve this effect.

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Can Be Found In: Premium Gold (PGLD-EN006)

The series following after the original have very different plots from their anime and manga versions. Although often shares the same characters and some of the introduced mechanics in the game at the time, the plot is overall unique when compared to each other. This obviously causes for the manga have its own debutting cards, with in some cases bringing alternative versions of monsters that were already known from the anime.

“Ancient Pixie Dragon” is clearly the manga counterpart of the well known “Ancient Fairy Dragon”, and while the former remains in a banned position this version can take over when comes to Field Spell support. Once per turn when a Field Spell is played and resolved during our turn, in return “Ancient Pixie Dragon” will let us draw a card. Additionaly, if a Field Spell is active in either side of the field, “Ancient Pixie Dragon” will target and destroy an Attack Position monster on the field. Overall solid abilities that keep us a healthy hand by trading a played Field Spell with a new card, as well a removal effect easily accesible even when battling particular strategies.

Summoning “Ancient Pixie” has no difficulties from any other Synchro Monster of its Level, virtually sharing the same options as its anime version. Many recurring Special Summon options like “Instant Fusion” and “Cyber Dragon” among many others will gather together right from the very first turn ready to work together as materials, with additional tools depending of the Deck’s theme. With the additional help of cards like “Debris Dragon” and “World Legacy Succession” covering the Graveyard in late game, “Ancient Pixie Dragon” is very simple to Synchro Summon. However, since “Ancient Pixie Dragon” has abilities involving Field Spells we can add some unique mechanics to bring materials before and after its arrival. Some Field Spells like “The Gates of Dark World” and “Mount Sylvania” will use effects to benefit their respective archetypes, while others like “Geartown” and “Trickstar Light Stage” will provide monsters to work by simple requeriments.

“Ancient Pixie Dragon” might not have the reputation that “Ancient Fairy Dragon” gained in recent years, but its abilities can become quite benefitial for any Field Spell user. In any Deck involving said cards, “Ancient Pixie” effects will really stand out to gain a solid advantage in both hand and field. Thanks to cards like “Terraforming” and “Set Rotation” among others, we will play a Field Spell of our choice to follow with “Ancient Pixie” drawing effect to keep a steady hand. This effect applies when a Field Spell is played during our turn, so if the opponent plays their own by an effect like “Metaverse” or “Demise of the Land” we will also obtain a card in return. The removal effect of “Ancient Pixie” on the other hand has better liberties on its uses, as no matter who’s controlling a Field Spell it will be ready to be activated. So if our own Field Spell isn’t making this effect accesible, battling Decks dependant of certain Field Spells will make “Ancient Pixie” ready to take down monsters. Be aware that while “Ancient Pixie” drawing effect is restricted to all its copies its removal effect is not, potentially able to destroy several monsters in a single turn the more copies we can bring to the field.

While “Ancient Fairy Dragon” became banned by turning into a powerful tool for combos and OTKs, “Ancient Pixie Dragon” is way tamer and thus went under the radar. But that doesn’t mean that can’t become an efficient monster arround Field Spells, as its two abilities can work along our own or against the opponent’s. While the drawing effect will mostly depend in our own Field Spells to work, the removal effect of “Ancient Pixie” can punish opponents reliant on their Field Spells. While clearly requires Field Spells to be effective “Ancient Pixie Dragon” might not be a devastating as other Synchro Monsters of its Level like its forbidden version, but has some strong interactions to assure a steady card advantage.

Personal Rating: B+

+Lets us draw a card if a Field Spell is played during our turn
+Destroys an Attack Position monster if there’s a Field Spell in any site of the field
+ Solid support in both summon and performance

- Relies on Field Spells to be effective
- Overshadowed by other Synchro Monsters


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Jet Warrior————————————————“Jet Synchron” + 1 or more non-Tuner monstersIf this card is

Jet Warrior
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“Jet Synchron” + 1 or more non-Tuner monsters
If this card is Synchro Summoned: You can target 1 card your opponent controls; return it to the hand. If this card is in your Graveyard: You can Tribute 1 Level 2 or lower monster; Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of “Jet Warrior” once per turn.

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Can Be Found In: Synchron Extreme Structure Deck (SDSE-EN041)

Synchro Monsters were the first step to expand the options arround the Extra Deck, but carries a big oversight that would be solved in both Xyz and Link Monsters. Since Synchro Monsters have the total Level of the materials used on their summon, players are able follow with additional summons and aim for powerful summons in no time. While the game went with it with Synchro Tuners and monsters only available by using Synchro Monsters as materials until the Extra Monster Zone slowed down their pacing, is undoubtly one of the biggest change for the game turn into its current status.

“Jet Warrior” is part of various Synchro Monsters exclusive for Synchron Decks, with two valuable effects to gain the lead in no time. Just for its Synchro Summon “Jet Warrior” will target an opponent’s card and bounce it to their hand, already becoming a powerful removal tool thanks to its low Level. If “Jet Warrior” is in the Graveyard, we can tribute a Level 2 or lower monster to bring it back in defense position. This revival effect will make “Jet Warrior” banish once leaves the field, yet becomes one of the major factors of any Extra Deck with any copies of it to achieve a strong offense by using its abilities together or separately.

“Jet Warrior” might be limited to using “Jet Synchron” as its Tuner, but its main material is far from being unsupported. Thanks to its low stats and part of an archetyle “Jet Synchron” obtains an arsenal of tool to be on the field as soon is needed, ranging from “Tuning” and “Gear Gigant X” adding it to our hand to “One for One” and “Starlight Junkton” bring it out from inside our Deck. “Jet Synchron” also has a revival effect of its own, and if we use cards like “Quillbolt Hedgehog” as its cost we can immediately follow with Graveyard effects to gather materials. When comes to the revival effect of “Jet Warrior” there’s no much effort needed, as “Jet Synchron” itself and many other monsters we’ll likely use as materials during a Duel can be tributed when its pressence is needed.

While in stats “Jet Warrior” might not be impressive, its two effects have the potential to turn the whole Duel in our favor. Thanks its low Level, the Synchro Summon of “Jet Warrior” can be timed perfectly so its bouncing effect gets rid of any threats on the opposite field. However, while bouncing cards is undoubtly effective to ruin boards with, its revival effect will steal the spotlight as the Duel progresses. With a very simple requeriment to be summoned from the Graveyard, “Jet Warrior” can immediately work as material of any other summons to then come back to our field afterwards and further assist with our setups. From assisting a Link Monster so we obtain arrows for other summons, to using its Level for expensive Synchro and Xyz Summons, “Jet Warrior” will work with the same options we used for its Synchro Summon to completely overwhelm the opponent in no time. 

Thanks to its own revival and the one provided by its Tuner “Jet Synchron”, “Jet Warrior” quickly became an incredible monster to gain a massive advantage with. Even though it debuted years before the Extra Monster Zone making things a big tougher for consecutive Synchro Summons, “Jet Warrior” has no problems to arrive and not only bounce and opponent’s card but also help us in its role as material for other monsters. As some of the best options to summon heavy monsters such as “Shooting Quasar Dragon” with the proper Link Monster(s), truly the only problem of “Jet Warrior” is its average stats and that is dependant on using “Jet Synchron” as its only Tuner (Unless we also use effects to lower the Level of “Quickdraw Synchron”) which might have more valuable uses towards other Synchro Summons. Nonetheless, with two cheap revival effects from itself and its Tuner, “Jet Warrior” not only clears the field from any danger but can follow with one of many summons we can invest on.

Personal Rating: A-

+Bounces an opponent’s card when Synchro Summoned
+We can tribute a low Level monster to summon it from the Graveyard
+Very easy to summon thanks to “Jet Synchron” and its support
+Strong material role before and after using its revival effect

-Below average stats
- “Jet Synchron” is its only Tuner with no other reliable replacements


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Samurai Destroyer————————————————1 Tuner + 1+ non-Tuner monstersIf this card battles an opponent&rsq

Samurai Destroyer
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1 Tuner + 1+ non-Tuner monsters
If this card battles an opponent’s monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent’s monster has its effects negated during the Battle Phase only. If this face-up card in its owner’s control leaves the field because of an opponent’s card effect: You can target 1 Machine monster in your GY; Special Summon it.

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Can Be Found In: Circuit Break (CIBR-EN081)

In-battle effects are rarely seen due their restricted use, making players prefer options that they could use in other Phases. But despite being limited to the Battle Phase this is still a very defining moment of any Duel, as is where many monsters will defeat each other as well the main method to deal damage to players. So although overshadowed by alternatives able to be used in response of opponent’s action or simply during Main Phase, battle effects not only are as powerful but also have narrowed counters to be afraid of.

“Samurai Destroyer” is all about battle, taking as many advantages as possible with any attacks. When “Samurai Destroyer” battles a monster the opponent will be forbidden to answer with any cards and effects until the Damage Step ends, while the monster is fighting against will lose all its effects for the rest of the Battle Phase. While clearly “Samurai Destroyer” has a big lead in many battles is still vulnerable to effects, but won’t be a problem as if leaves by an opponent’s effect in return will revive a Machine from our Graveyard in return. With a strong effect virtually assuring the best outcome from its attacks and a backup effect to protect it from an obvious weakness, “Samurai Destroyer” easily becomes a tough monster to take down as soon is out on the field.

With no special limitations on its Synchro Summon, “Samurai Destroyer” is easily accesible for any Deck that can provide the proper materials. From Synchro focused builds like Synchron to others that can easily Tuners on their strategy like Zombies, “Samurai Destroyer” has no difficulties to be out when needed the most. Among the many Decks “Samurai Destroyer” can fit in, the Crystron archetype offers the advantage of Synchro Summoning during the opponent’s turn and answer their actions with any of its abilities. But probably the most noticeable summoning method comes from “Samurai Destroyer” itself, as instead of reviving other Machines in the Graveyard it can target itself to come back to the field as soon is defeated.

With strong battle coverage and a revival effect that can summon itself after defeat, “Samurai Destroyer” will become a very tough monster to take down by common means. No matter what player declared an attack with or against “Samurai Destroyer”, the outcome cannot be manipulated by any of the opponent’s cards and effects. That includes the monster that is battling “Samurai Destroyer”, shutting down either potential stat boosts like “Number S39: Utopia the Lightning”, and/or coverage during battle from monsters like “Marshmallon” or “F.A. Motorhome Transport” among several others. As pointed out, while “Samurai Destroyer” could revive other powerful machines like “Machina Fortress” depending of the build itself, in most cases will use it on itself to keep the pressure even in the worst situations. The exception to that feature is if “Samurai Destroyer” is bounced back to our Extra Deck or banished, which will still trigger its revival effect and might revive either a new Machine or a previous copy of itself resting in our Graveyard. If anything “Samurai Destroyer” most common weakness is fighting monsters with higher base stats, but unless the opponent tries to restrict us before battle we can use one of many countermeasures to turn the battle in our favor.

Often compared to monsters like “Armades, Keeper of Boundaries”, “Samurai Destroyer” higher Level gives it more advantages to become a constant threat inside and outside battles. Easily accesible for most Decks out there, “Samurai Destroyer” will assure any battles are in our favor by denying almost every card or effect the opponent could throw at us. Additionaly, the revival effect of “Samurai Destroyer” will allow it to be always out on the field, as unless is used for an opponent’s summon (Like a Kaiju or by cards like “Mind Control”) or sent out our Graveyard int he process it will be almost always out on the field with the rest of our monsters. With no big flaws on its abilities and solid support on its arrival, “Samurai Destroyer” becomes a staple pick for any player looking for a sturdy offensive.

Personal Rating: A

+ Shuts down opponent’s cards and effect during battles as well the monster’s effects is fighting against
+ If leaves the field by an opponent’s effect will revive a Machine from our Graveyard
+Easy to summon
+Can revive itself by its own effect

-Stronger monsters will be its main counter unless with coverage
-There are some options that can bypass all its abilities


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Underworld Fighter Balmung————————————————1 Tuner + 1 or more non-Tuner monstersWhen this card is de

Underworld Fighter Balmung
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1 Tuner + 1 or more non-Tuner monsters
When this card is destroyed by a card effect and sent to the Graveyard: You can target 1 Level 4 or lower monster in your Graveyard, except this card; Special Summon that target.

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Can Be Found In: Judgment of the Light (JOTL-EN044), Astral Pack Six (AP06-EN009)

As the core of many Decks, the Extra Deck is expected to have powerful monsters to setup further summons or achieve victories without difficulties. While there are several creatures to choose from depending of our playstyle, players will prioritize staple cards that are efficient under any situation. This obviously makes weaker monsters not as relevant, yet doesn’t mean that they have any chances to stand out on their own or under particular strategies.

“Underworld Fighter Balmung” is a Synchro Monster with no much to offer compared to others, yet cheap to afford thanks to its low Level. “Balmung” has a single effect triggered when destroyed by an effect and sent to the Graveyard, where in return will revive a Level 4 or below monster from the Graveyard except for itself. Is not an impressive ability on its own when we could summon other Extra Deck monsters with similar requirements yet stronger mechanics. However, its easy summon along some liberties arround its effect makes “Balmung” the potential lead of its own Deck under the proper tools.

As a Level 4 Synchro Monster, “Balmung” has hundreds of chances to be brought to the field and not waste too many resources for other summons. Decks mainly involving low Level monsters, specially archetypes such as Gusto and Fabled, provides a high variety of opportunities to Synchro Summon “Balmung” when required. With no restrictions whatsoever we can take any playstyle we like depending of how we want to focus on “Balmung”, as while Normal Monsters won’t take any effort thanks to cards swarming the board like “Tri-Wight” and “Enchanting Fitting Room”, others will only need a single monster such as “Junk Synchron” to follow with its Synchro Summon. One thing to point is that although “Balmung” cannot be revived by its own effect it can revive previous copies in the Graveyard (If were Synchro Summoned properly beforehand), capable of a constant pressence on the field and pretty much the card’s main mechanic.

While “Balmung” can become a backup effect to revive any monster in our Graveyard if defeated, it can offer more than just recovering from its own defeat under the right Deck. “Balmung” will answer to any source that will destroy it by an effect, including our own cards like “Torrential Tribute” or “Needle Ceiling” clearing the board to follow with “Balmung” reviving a monster in return. As pointed out early, “Balmung” is able to revive a second copy in the Graveyard and make it a virtually invincible monster, and with the effect of other revival effects (Specially those chained against opponent’s removal effects) we can keep a strong board even if the opponent tries to go arround its ability. The combination of responding to our own destructive effects and reviving its copies is what leads to “Balmung” own winning condition, as with an active “Des Counterblow” this monster will destroy itself when dealing battle damage to follow with a revived copy and cause an OTK as keeps summoning each other after each attack.

On its own, “Underworld Fighter Balmung” is a very subpar Synchro Monster when compared to many other options dominating the game. While is a very cheap summon, “Balmung” poor stats and an effect that barely makes a difference makes it a creature not worth the investment in the average Deck. However, “Balmung” is an example of a monster that can cause powerful outcomes on a Deck of its own, as thanks to being able to summon its own copies will either be a resiliant monster as keeps being revived or will work along “Des Counterblow” to defeat the opponent in a single Battle Phase. This goal might require some preparatives specially as might need the help of Link Monsters, but is the best chance “Balmung” has to stand out over the hundreds of Synchro Monsters leading Duels in many builds.

Personal Rating: B+

+Revives a Level 4 or lower monster when destroyed by an effect
+ Cheap and easy to summon
+Can summon other copy of itself with its effect
+Can aim for an OTK with “Des Counterblow”

- Poor stats makes it easy to bypass its effect
-Overshadowed by many other Synchro Monsters
-Setup dependant to work along its own copies


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Seven Swords Warrior————————————————1 Tuner + 1 or more non-Tuner monstersOnce per turn, when an Equ

Seven Swords Warrior
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1 Tuner + 1 or more non-Tuner monsters
Once per turn, when an Equip Card is equipped to this card: Inflict 800 damage to your opponent. Once per turn: You can target 1 Equip Card equipped to this card; send it to the Graveyard. When an Equip Card equipped to this card is sent to the Graveyard (except during the Damage Step): You can target 1 face-up monster your opponent controls; destroy that target.

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Can Be Found In: Star Pack 2013 (SP13-EN048), Shonen Jump December 2010 (JUMP-047)

Equip cards are in a particular situation in the game. Equip Spells are mainly seen on builds themed arround them like Noble Knights, others like Union Monsters will prioritize other roles unless a monster needs backup in their performance, while Trap Cards are mostly seen in a defensive purpose as any other. But despite their odd conditions in the card game given how vulnerable are against removal effects, some Equip cards gained reputation enough to become a staple choice in all sorts of builds over the years. They aren’t indispensable for a monster to win battles and other goals, but is undeniable the incredible potential they can provide under the right management.

“Seven Swords Warrior” is all about working along equipment of all sorts to keep the pressure going. Each time an Equip Card goes to  "Seven Swords Warrior" (Regardless of who played it), the opponent will take 800 damage in return. Once per turn “Seven Swords Warrior” can dispose of an Equip Card already equipped on it, which besides some very particular scenarios is also the main method to trigger its final effect when needed. If a card equipped on this monster goes to the Graveyard (Except in Damage Step), in return we will destroy a face-up monster on the opposite field. Obviously given how all three of its effects work, “Seven Swords Warrior” requires a big pool of cards to equip with to not only improve its overall stats and battle performance, but also keep using its abilities to deal damage and destroy enemies.

Although a Synchro Monster, “Seven Swords Warrior” shouldn’t take too much investment of our Main Deck so we can arrange our Equip Cards during a Duel. With recurring options to quickly gather materials like “Instant Fusion” as well Tuners suitable for any theme, is really up to personal preference how we want to reach the Level 7 of “Seven Swords Warrior”. However, given Equip Spells are often related to Warrior strategies, the Type gives us monsters like Noble Knights and Gemini Monsters to help us with both the Synchro Summon and the preparation of Equip Spells to work along this monster.

While “Seven Swords Warrior” must work along Equip Cards to be effective, we don’t have to be reckless and spend all our options on this monster alone. Its burn damage is solid and without special restrictions like its other two abilities, but will mostly be of great help to chip away the few Life Points the opponent will have in the final turns. On the other hand is its ability to destroy opponent monsters if one of the Equip Cards on “Seven Swords Warrior” goes to the Graveyard what makes it a dangerous creature, as if is the Equip Card is not destroyed by the monster itself it will also response to any other removal effects. This not only includes opponent’s cards to destroy our backrow, but also our own like “Release Restraint Wave” and “Evocator Chevalier” as they’ll provide their own removal effects to further disrupt the opponent’s game. But while the obvious choice is to go with Equip Spells given the assistance of cards such as “Hidden Armory” and “Knight Day Grepher” among others, any card that will be treated as an Equip Card will work the same on this Synchro Monster. Union Monsters and some Trap Cards will be treated as Equip Cards by their effects, monsters like “Vylon Tetra” and “Vylon Prism” can become valuable Tuners as they’ll be equipped on “Seven Swords Warrior” once Synchro Summoned, and even Equip Cards the opponent might use against us will count for all three of its effects.

“Seven Swords Warrior” goal is to either stack several effects from various Equip Cards, or destroy them each turn or by other causes to keep clearing the opponent’s field. While has the potential to corner the opponent even if they try to get rid of our backrow with one or more cards equipped on this monster, “Seven Swords Warrior” is undoubtly very resource heavy to become a lead card during a Duel. Its Synchro Summon fortunately doesn’t need much effort, yet to keep all its effects on motion we must assure that has a backrow to work with. Many years ago it could’ve worked along other strong monsters like “Power Tool Dragon” and “Armory Arm”, but due the current restrictions to the Extra Deck “Seven Swords Warrior” will need a strong build that constantly provides Equip Cards from early to late game.

Personal Rating: B

+Deals 800 damage when equipped with any kind of Equip Card
+ If a Equip Card on itself goes to the Graveyard will destroy an opponent’s face-up monster
+ Can destroy its own Equip Card(s) each turn to force its removal effect
+Solid support in both summon and performance

-Extremely dependant of Equip Cards to work
-Might require its own Deck


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Old Entity Hastorr————————————————1 Tuner + 1 or more non-Tuner monstersIf this card is sent from th

Old Entity Hastorr
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1 Tuner + 1 or more non-Tuner monsters
If this card is sent from the Monster Zone to the Graveyard: You can target 1 face-up monster your opponent controls; equip this card from your Graveyard to that monster. That monster cannot attack, also its effects are negated. If this card leaves the field while equipped to an opponent’s monster by this effect: Take control of the monster this card was equipped to.

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Can Be Found In: 2015 Mega-Tins (CT12-EN005)

The Entity archetype consists on three groups of monsters based on creatures and deities featured in the works of H.P. Lovecraft. All their members reside the Extra Deck as each belong to Xyz, Synchro, and Fusion categories yet supporting each other on their summon and performance. Although this gamestyle might seem severely affected by the introduction of the Extra Monster Zone, given an Entity Deck is mainly our Extra Deck and a few other options we can easily manage their summons and aim towards their various benefits and highly disruptive effects.

“Old Entity Hastorr” is one of the smallest members the archetype can offer, yet capable of powerful results with its effect alone. When sent to the Graveyard from a Monster Zone, “Hastorr” will become equipment of an opponent’s monster. While equipped the target monster will be unable to attack or use effects, but if “Hastorr” leaves the field in that form will change ownership of the affected monster. While its effect to disrupt and potentially steal a monster might have some intricate conditions, when playing with the rest of Entities as well some other options we can mix together makes “Hastorr” a cheap Synchro Monster with some incredible outcomes.

Excluding the Fusion Monsters, Entities have no complicated conditions for their summon, making “Hastorr” easily available for any Deck no matter how much is involved in this archetype. With a Level 4 “Hastorr” requires the bare minimum for its Synchro Summon, with special treatment from “Alien Ammonite” and “Junk Synchron” as they revive the right material to work along with. Overall “Hastorr” is one of the cheapest monsters the average Synchro Deck can go towards with, specially if we are aiming to use it as material for the other Entities. However, given that “Hastorr” must leave the field to activate their abilities, don’t hesitate on using revival options as the Duel progresses to keep disrupting the opponent’s monster no matter the situation.

“Hastorr” is a particular monster as must leave the field either as a monster or as equipment to become a threat, but won’t have any difficulties to start causing havoc. As pointed out Entities mainly use each other as materials to obtain stronger results, therefore “Hastorr” will immediately leave the field as we summon members like “Elder Entity N'tss” to then become equipment of an opponent monster. This is not limited to aiming towards other Entities, as we can use “Hastorr” for other non-Xyz summons. While is not recommended to use “Hastorr” as Xyz material since won’t trigger its effect once detached, the archetype can use it to bring out “Outer Entity Nyarla” to follow with “Outer Entity Azathot” and its mass card removal as our winning condition. But while the premise of “Hastorr” is to become material of others don’t hesitate on forcing its effect under other scenarios, ranging from working with destructive effects like “Offering to the Snake Deity” as its cost, to chaining cards like “Call of the Haunted” when the opponent tries to use any destructive effects. Let’s not forget that “Hastorr” will change the control of its target once leaves the field, so we can try to use effects like “Double Cyclone” or “Scrap Dragon” so leaves the field and immediately obtain the opponent’s monster instead of waiting to happen.

While its effects might be slow and even rarely affect the opponent in some scenarios, the fact that “Old Entity Hastorr” is a very cheap Synchro Summon makes it more dependable than might look. Even if we don’t completely focus on the entire Entity strategy, “Hastorr” can act on its own as assist us on other summons and effects to then nullify the attacks and effects of an opponent monster. While its arrival and many uses have no problems from early to late game, the ability to steal a monster can become very unusual to the point we should never expect it. But as pointed out, its low Level and no restrictions whatsoever makes “Hastorr” a quite reliable Synchro Monster even if we just want to delay the opponent’s plans as we use this Entity for our many goals.

Personal Rating: B+

+When sent to the Graveyard from a Monster Zone will be equipped to an opponent’s monster and negate its attacks and effects
+If leaves the field while equipped the target monster will go to our control
+Very cheap Synchro Summon
+Several options to work as material and arround other effects while triggering its own

-Its effects are either slow or not as effective when compared to other similar options
-The stealing effect might rarely happen unless with the proper tools


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Road Warrior————————————————“Road Synchron” + 2 or more non-Tuner monstersOnce per turn:

Road Warrior
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“Road Synchron” + 2 or more non-Tuner monsters
Once per turn: You can Special Summon 1 Level 2 or lower Warrior or Machine-Type monster from your Deck.

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Can Be Found In: Starter Deck: Yu-Gi-Oh! 5D’s 2009 (5DS2-EN041), Duelist Pack: Yusei 2 (DP09-EN015), Legendary Collection 5D’s Mega Pack (LC5D-EN035)

Some archetypes have names shared by several monsters in the whole, yet are able to stand out as are mostly limited to a certain category. A good example is the Warrior archetype, a name often seen by many creatures yet stand outs as being exclusively Synchro Monsters. Often seen arround Synchron and Junk monsters as their materials, Warrior members are quite diverse in their abilities to make an Extra Deck ready for any situation.

“Road Warrior” is a monster which despite a solid ATK to defeat many monsters, gained prevalence in some Decks thanks to its opportunity to give us momentum in our setups. Each of our turns, “Road Warrior” can summon from inside our Deck a Level 2 or lower Warrior-Type or Machine-Type monster. Although pretty specific in which monsters can summon, “Road Warrior” became a wonderful option to follow its arrival with some of the most expensive Synchro Summons in the game.

The Synchro Summon of “Road Warrior” might not be accesible for every Deck, as requires atleast three materials with “Road Synchron” as the Tuner. “Road Synchron” has decent support from cards like “Tuning” and “Synchron Explorer” to be brought when needed for this Synchro Summon, while “Quickdraw Synchron” can take over its position as provides a way to Special Summon itself. Synchron Decks are often seen with a variety of small yet easily accesible monsters to gather together when required, specially materials such as “Quillbolt Hedgehog” and “Doppelwarrior” providing Graveyard effects for any situation. With these options covering the summon of “Road Warrior”, don’t hesitate on using revival effects later on so this Synchro Monster can keep using its effect in our next turns.

As pointed out “Road Warrior” might have impressive ATK, but is mostly known for its setup potential. Despite the limitations of its Special Summon, there’s a big quantity of monsters we can bring out from our deck for any purpose. In common circumstances we can bring a Tuner to work along “Road Warrior” on bigger Synchro Summons, from basic outcomes like “Leo, the Keeper of the Sacred Tree” to more greedy results like the summon of “Shooting Quasar Dragon” with the proper zones. Link Monsters are no exception for these preparatives, summoning a monster by “Road Warrior” to follow with many others we can provide. The effect of “Road Warrior” has no heavy clauses, so if we are able to summon it back an forth by revival effects or cards like “De-Synchro” is possible to gather several monsters from inside our Deck. But the possibilities of “Road Warrior” can go beyond bringing materials as some of them can provide valuable effects for any situation, with cards like “Hero Kid” or “Cyber Valley” providing further resources, or “Buster Blaster” and “Jutte Fighter” potentially disrupting the opposite field.

While its Synchro Summon might be expensive for some players, “Road Warrior” is a monster with solid possibilities arround its effect worth the investment. Due requires a particular Tuner (Or “Quickdraw Synchron”) and a decent number of monsters to summon by its ability, “Road Warrior” is a monster that might need a Deck of its own. But despite the limitations added by the Extra Monster Zone is still able to aim towards all sorts of summons. Yet, if is not able to aim towards expensive Synchro Summons or assist in other goals like Link Summon, there’s a variety of Warriors and Machines with abilities ready to solve any issues at the moment. “Road Warrior” is not a monster you’ll see in every Duel, but is capable of a variety of objectives under the right tools and management.

Personal Rating: A-

+Special Summons a Level 2 or lower Warrior or Machine from our Deck
+Several options and setups to work arround its effect

-Its Synchro Summon might seem expensive
-Will require a Deck to work along its effect


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