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[Max Darkness] "Synchro" Archetype


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"Synchro" Archetype

"Synchro" Archetype

 

I'll say this quickly. I hate Synchro Monsters. They're overpowered, broken and were a bad idea. They have little anti-Support and a large pool of Support cards when compared to Ritual or Fusion Monsters.

 

After trying to build an Anti-Synchro Deck and failing (there's only so much "King Tiger Wanghau" and "Dischord" can do...) I decided to create an archetype dedicated to destroying Synchro Monsters.

 

Similar to my earlier "Kajou" Archetype, which focussed on the Extra Deck in general, this is a purely anti-Synchro force, built to stop your opponent summoning them or simply wiping them out.

 

Due to their ferocity, I'm pretty sure most, if not all of them would be Limited or Semi-Limited in the TCG.

 

Enjoy.

 

 

[spoiler=[b]Synchro Manipulator[/b]]

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b] This card cannot be Special Summoned. If you do not control a different face-up "Synchro" monster, destroy this card. Once per turn, you can remove any number of non-Synchro Monsters in your Graveyard from play to activate the appropriate effect: - 1: Remove from play 1 Synchro Monster in your opponent

 

 

 

 

[spoiler=[b]Synchro Sealer[/b]]

b] Once per turn, if either player activates a card effect that would Special Summon a Synchro Monster from either player

 

 

 

 

[spoiler=[b]Synchro Necromancer[/b]]

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b] If your opponent controls a face-up Synchro Monster, you can Normal Summon this card from your Deck. This card is also treated as a Machine-Type monster. If this card attacks a Defense Position Synchro Monster, destroy that monster without applying damage calculation. As long as this card remains face-up on the field, Level 5 or lower Synchro Monsters

 

 

 

 

[spoiler=[b]Synchro Destroyer LV6[/b]]

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b] This card cannot be Normal Summoned or Set. When this card is Summoned, destroy all Synchro Monsters on the field. If this card was Special Summoned by the effect of "Synchro Destroyer LV8", as long as this card remains face-up on the field, neither player can Synchro Summon. During each of your End Phases, inflict damage to your opponent equal to the number of Tuner and Synchro Monsters in their Graveyard x 250. Twice per turn, you can select 1 Synchro Monster in your opponent

 

 

[spoiler=[i]Notes[/i]]

This may seem somewhat overpowered, but considering all the "Synchro Destroyer" monsters have to be Special Summoned by their lower forms to gain their effects; and LV4, 6 and 8 have no effects besides the Synchro nuke and prevention of certain Synchros (depending on how they were Summoned).

 

Only this Level actually gains a truly anti-Synchro effect. And once it's gone, you either can Summon LV6 or LV8 without their effects (LV10 will most likely be Limited so getting it back might be difficult) or attempt to start again with "Synchro Destroyer LV4".

 

 

 

 

 

 

[spoiler=[b]Synchro Slayer[/b]]

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Deck when your opponent Synchro Summons a Level 6 or higher Synchro Monster and you control 1 or more "Synchro" monsters. If this card is in your Graveyard when your opponent Summons a Synchro Monster, you can discard 2 cards from your hand to add this card to your Deck. When this card is Summoned, destroy all other monsters you control. This card cannot be destroyed by battle with a Synchro Monster. (Damage calculation is applied normally.) If this card battles a Level 8 or lower Synchro Monster, destroy that monster before damage calculation. When this card destroys a Synchro Monster, inflict damage to your opponent equal to the destroyed monster's Level x 200. As long as this card remains face-up on the field, your opponent can only Synchro Summon once during their turn. Once per turn, you can select 2 Synchro Monsters in your opponent's Extra Deck and remove it from play. If you do, remove from play DARK monsters in your Graveyard whose total Levels equal the total Levels of the selected monsters.

 

 

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I like the idea of this archetype entirley. Synchros are good, but OPed if combined with cards like Rescue Cat and such to form what we call Rescue Cat OTK. Zombies also abuse the hell out of Synchros, having the possiblity of summon 4-5 Synchros in one turn! This archetype was a great idea.

 

Now, time for my comments.

 

Synchro Manipulator: Nice. I like the idea of this. Only problem I see is that, if your opponent runs Macro Cosmos, the Deck would likely be built around that, causing a great problem for this card. The only one that won't really be a threat to you in the future is -3 because Synchros are Semi-Nomi thus cannot be Summoned until succesfully Synchro Summoned.

 

Synchro Sealer: Situational at best. Since Synchro Summons aren't usually activated by card effect, this card seems to be situational and UPed.

 

Synchro Necromancer: Might be at times self-inflicting. Also, Synchro Monsters can only be in the Extra Deck, Graveyard and Removed From Play.

 

Synchro Blocker: Interesting card. Seems to be a good combination with the Special Summon then Book of Moon. Great job on this card ;D

 

Synchro Destroyer LV4: Image is broken. Anyways, the effect seems to be interesting. There aren't many Level 4 or lower Synchro monsters out there. Maybe consider looking over this card.

 

Synchro Crusher: Image broken as well. Interesting idea. I <3 the idea that it can be Normal Summoned from the Deck. Interesting idea makes me love this card. Also, this card combined with Enemy Controller and Book of Moon would be awesome. This card seems so abusable. Might be a problem :/

 

Synchro Destroyer LV6: Image is broken. Not again XD. I see what you are doing with these now. This card is now <3. Anti-Goyo/Brionac makes me the happiest guy ever.

 

Synchro Killer: Great card. Seems to promote swarm with this archetype though =/. I like the double attack effect. The ATK of the card makes the effect reasonable and not abusable. I also like how this card works with Enemy Controller and Book of Moon, 2 cards that are popular in my rates here ;D.

 

Synchro Destroyer LV8: Synchro field clearer. Might seemed OPed at times. This actually almost completely stops Synchro Summoning as a whole....

 

Synchro Destroyer LV10: I like the card. I can see it being OPed at times though and UPed at times. When playing Lightsworn well, you got the game won and when you play Macro Mill then it seems like this card is useless. I really don't have an idea here.

 

Synchro Slayer: Drawbacks make this card good. The drawbacks make this card good with Lightsworn stuff, which can dump stuff to the graveyard.

 

Hope you appreciate me taking the time to rate, this took me forever ;D

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ummm.....how are synchros broken

 

Red Dragon Archfiend: A 3000 ATK that can wipe out any defense/stall Deck...in one turn!

 

Ally of Justice Catastor: Destroys any non-DARK monster instantly. With "DNA Transplant" can become utterly unstoppable.

 

Stardust Dragon: Can negate any card destruction and you get it back at the end of the turn. (Also can be Summon with "Starlight Road" which negates things like "Heavy Storm" and "Torrential Tribute" which you don't get back at the end of the turn.)

 

Ancient Fairy Dragon: 3000 DEF on a Level 7? And an effect which can destroy an opponent's Field Spell while giving you Life Points? Hardly balanced.

 

Nitro Warrior: 3800 ATK during the Damage Step? And can switch a Defense monster to Attack Position? Again, not at all balanced.

 

 

And as Synchros are incredibly easy to Summon, their overpowered effects make them even more ridiculous.

 

 

@ Leo: I thank you for your rates. "Synchro Necromancer"'s effect is worded that way to counter cards like "Monster Reincarnation", that specifically add to your hand (I know that the Synchro will then be added to your Extra Deck). It's simply to cover all possibilities.

 

"Synchro Destroyer LV4" was born out of my hatred of "Armory Arm" and "Turbo Rocket"... And like I said, most of these cards would probably be Limited or Semi-Limited because of their effects. "Synchro Crusher" is probably one of the Limited ones.

 

There is some swarm in this archetype, but if they are restricted, then it'll be harder to get them on the field to start off with. As for "Synchro Destroyer LV8", I have problems with the Signer Dragons; but I can see where you're coming from. Also, it only gains the continuous effect if it Special Summoned. "S.D. LV10" is a card of two strengths. Plus, it's the only one with any additional effects.

 

I can see a "Synchrosworn" Deck coming from what you've said.

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ummm.....how are synchros broken

 

Red Dragon Archfiend: A 3000 ATK that can wipe out any defense/stall Deck...in one turn!

 

Ally of Justice Catastor: Destroys any non-DARK monster instantly. With "DNA Transplant" can become utterly unstoppable.

 

Stardust Dragon: Can negate any card destruction and you get it back at the end of the turn. (Also can be Summon with "Starlight Road" which negates things like "Heavy Storm" and "Torrential Tribute" which you don't get back at the end of the turn.)

 

Ancient Fairy Dragon: 3000 DEF on a Level 7? And an effect which can destroy an opponent's Field Spell while giving you Life Points? Hardly balanced.

 

Nitro Warrior: 3800 ATK during the Damage Step? And can switch a Defense monster to Attack Position? Again' date=' not at all balanced.

 

 

And as Synchros are incredibly easy to Summon, their overpowered effects make them even more ridiculous.

[/quote']

 

True, but Synchros Summoning conditions are easy, but how many are actually acheived in a duel.

 

I get what you are saying though.

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True' date=' but Synchros Summoning conditions are easy, but how many are actually acheived in a duel.

 

I get what you are saying though.

[/quote']

 

The actual root of the problem is in fact "Junk Synchron". You summon that, and you can then get the fodder for any Level 4 or 5 Synchro (A.o.J Catastor/Junk Warrior)

 

Or do the above then Special Summon "Turbo Booster" to get a Level 6 ("Goyo Guardian", a Level 6 with 2800(?!))

 

Or add "Call of the Haunted" to get a Level 7, 8 or 9 Synchro on the field.

 

That one card makes Synchro Summoning a lot easier.

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ummm.....how are synchros broken

 

Red Dragon Archfiend: A 3000 ATK that can wipe out any defense/stall Deck...in one turn!

 

Ally of Justice Catastor: Destroys any non-DARK monster instantly. With "DNA Transplant" can become utterly unstoppable.

 

Stardust Dragon: Can negate any card destruction and you get it back at the end of the turn. (Also can be Summon with "Starlight Road" which negates things like "Heavy Storm" and "Torrential Tribute" which you don't get back at the end of the turn.)

 

Ancient Fairy Dragon: 3000 DEF on a Level 7? And an effect which can destroy an opponent's Field Spell while giving you Life Points? Hardly balanced.

 

Nitro Warrior: 3800 ATK during the Damage Step? And can switch a Defense monster to Attack Position? Again' date=' not at all balanced.

 

 

And as Synchros are incredibly easy to Summon, their overpowered effects make them even more ridiculous.

 

 

@ Leo: I thank you for your rates. "Synchro Necromancer"'s effect is worded that way to counter cards like "Monster Reincarnation", that specifically add to your hand (I know that the Synchro will then be added to your Extra Deck). It's simply to cover all possibilities.

 

"Synchro Destroyer LV4" was born out of my hatred of "Armory Arm" and "Turbo Rocket"... And like I said, most of these cards would probably be Limited or Semi-Limited because of their effects. "Synchro Crusher" is probably one of the Limited ones.

 

There is some swarm in this archetype, but if they are restricted, then it'll be harder to get them on the field to start off with. As for "Synchro Destroyer LV8", I have problems with the Signer Dragons; but I can see where you're coming from. Also, it only gains the continuous effect if it Special Summoned. "S.D. LV10" is a card of two strengths. Plus, it's the only one with any additional effects.

 

I can see a "Synchrosworn" Deck coming from what you've said.

[/quote']

 

To be honest, I don't think SynchroSworn is a Deck-Type.

 

I actually want to make a Deck with this. If you give me some time I will PM you a Deck build for this <3.

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Eh, the cards aren't really playable. Even less next format.

 

You wouldn't want to run them as a main Deck since GBs, or anything else that doesn't focus on Synchros, leaves you with a mostly unplayable Deck, and even Synchro Decks can usually play well enough with their Main Deck to only Synchro when it would OTK these.

 

Too situational. Anti cards are bad as a concept. Unplayable except maybe a couple in some sides. Sorry, but I really don't like these, and I have to support Jazin's statement.

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Synchros Monsters as a concept are not broken.

 

Not the concept. The monsters themselves. Given the ease of their summoning' date=' their effects are too powerful.

[/quote']None of the Synchro Monsters you named are broken. Stop being bad at the game.

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Synchros Monsters as a concept are not broken.

 

Not the concept. The monsters themselves. Given the ease of their summoning' date=' their effects are too powerful.

[/quote']None of the Synchro Monsters you named are broken. Stop being bad at the game.

 

"Broken" (or close to it) synchros COULD include: Brio, DSF and maybe even Mist Worm for OTKing purposes (albiet Mist Worm's Summoning conditions makes it mostly unabusable right now) and Trisula(maybe) and Goyo for control reasons.

 

Broken Synchro SUPPORT is probably Starlight Road, since everyone's ace now blows up 50 things at once.

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Synchros Monsters as a concept are not broken.

 

Not the concept. The monsters themselves. Given the ease of their summoning' date=' their effects are too powerful.

[/quote']

 

None of the Synchro Monsters you named are broken. Stop being bad at the game.

 

"Stardust" can stop anything from "M.S.T." to "Torrential Tribute", can be Special Summoned from "Starlight Road" (also halting destructive effects) and if you stop the destruction, you get it back at the end of the turn. Plus, while "M.S.T.", "T.T." and "Mirror Force" are all Limited, "Stardust" is Unlimited.

 

Along with that, if you draw "Majestic Dragon", "Stardust" can Summon "Stardust Xiaolong" and set-up the summoning of a supposedly hard-to-summon monster effortlessly. Oh, and then you get "Stardust" back, again.

 

"Ally of Justice Catastor" can be brought out very quickly if you have a good first hand, and can wipe out a lot of Decks except "Blackwings" and "DAD" ones.

 

"Goyo Guardian" has the shared highest ATK of a Level 6, one other is a Fusion (harder to summon) and the other requires a high-level tribute and loses 500 ATK for every monster you control. "Goyo" on the other hand has this very high ATK and can then take control of your opponent's monsters, without any drawbacks. Where's the balance? Not there is the answer.

 

"Ancient Fairy Dragon" has the DEF of a Level 8 and an effect that can both weaken your opponent or help you (if you have a face-up "Geartown) and then 1. You gain 1000 Life Points and 2. You can add a Field Spell to your hand. Again, there are no balancing effects.

 

 

And if you can't come up with any arguments that don't involve insulting me, then don't bother.

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Synchros Monsters as a concept are not broken.

 

Not the concept. The monsters themselves. Given the ease of their summoning' date=' their effects are too powerful.

[/quote']

 

None of the Synchro Monsters you named are broken. Stop being bad at the game.

 

"Stardust" can stop anything from "M.S.T." to "Torrential Tribute", can be Special Summoned from "Starlight Road" (also halting destructive effects) and if you stop the destruction, you get it back at the end of the turn. Plus, while "M.S.T.", "T.T." and "Mirror Force" are all Limited, "Stardust" is Unlimited.

 

Along with that, if you draw "Majestic Dragon", "Stardust" can Summon "Stardust Xiaolong" and set-up the summoning of a supposedly hard-to-summon monster effortlessly. Oh, and then you get "Stardust" back, again.

 

"Ally of Justice Catastor" can be brought out very quickly if you have a good first hand, and can wipe out a lot of Decks except "Blackwings" and "DAD" ones.

 

"Goyo Guardian" has the shared highest ATK of a Level 6, one other is a Fusion (harder to summon) and the other requires a high-level tribute and loses 500 ATK for every monster you control. "Goyo" on the other hand has this very high ATK and can then take control of your opponent's monsters, without any drawbacks. Where's the balance? Not there is the answer.

 

"Ancient Fairy Dragon" has the DEF of a Level 8 and an effect that can both weaken your opponent or help you (if you have a face-up "Geartown) and then 1. You gain 1000 Life Points and 2. You can add a Field Spell to your hand. Again, there are no balancing effects.

 

 

And if you can't come up with any arguments that don't involve insulting me, then don't bother.

 

This proved quite a lack of knowledge of the TCG's actual play. In reality, Synchros are easy to counter (a simple Book of Moon, for one) and the way they're played leads to Decks running smoothly and consistently because their boss monsters no longer have to clog their hand. Dead hands are less of a problem and skill's been promoted a bit more. Ancient Fairy isn't used much because no-one cares for high DEF anyway. Also, if you destroy a Geartown, you can't add a Field Spell to your hand without missing the timing.

Cata's nice, but he practically serves as an infinite beatstick that doesn't do battle damage. He won't generate more than 1 card in advantage, and you lost that much to Synchro him, (outside of 1-card synchros, a different issue), before your opponent's turnn where they'll probably simply remove him. Goyo's good because his ATK is reicculus and he generates advantage, sometimes more than just taking the monster since you get its effect to use anyway, I can agree with him being somewhat OP'd.

Stardust is useful, but IMO it's good for the game to make the difference between destroy and send highly noticable, and he can still be run through via battle quite easily, so often needs protecting.

 

You also mentioned Majestic Star, which kinda invalidates all points because it is useless.

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