Blake Posted December 12, 2014 Report Share Posted December 12, 2014 Does not include Limitover Drive, Scrap Fist, or Scrap-Iron Statue. Damn wiki rehosting all the pics >> http://yugioh.wikia.com/wiki/Jet_SynchronJet SynchronFIRELevel 1Machine/Tuner/EffectIf this card is sent to the Graveyard as a Synchro Material: You can add 1 "Junk" monster from your Deck to your hand. If this card is in your Graveyard: You can send 1 card from your hand to the Graveyard; Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use 1 "Jet Synchron" effect per turn, and only once that turn. This... is probably the best maindeck card the deck got, yeah. It gives them a really good level 1 tuner to use, that can either be combo fuel or a better Plaguespreader. It's a much better card to get off of Road Warrior/Junktion than Unknown Synchron, and it's a great card to ditch with Quickdraw. It's a really solid card all around, and it aids the deck more than you'd think it would, and it looks like it would aid it a fair deal. http://yugioh.wikia.com/wiki/Rush_WarriorRush WarriorEARTHLevel 2Warrior/EffectDuring damage calculation (in either player's turn), if a "Warrior" Synchro Monster you control battles an opponent's monster: You can send this card from your hand to the Graveyard; double your battling monster's ATK during that damage calculation only. You can banish this card from your Graveyard, then target 1 "Synchron" monster in your Graveyard; add it to your hand. You can only use each effect of "Rush Warrior" once per turn. This card is... is... well it's a Crane that floats, so it's dumb design. But it's really not as good as people expected. It lacks the Synchron NAME, which makes it kinda eh at times due to Carrier/the field not having synergy with it. You'll rarely be leaving a warrior on the board that isn't Stardust Warrior/what it floats, so it rarely has something to crane unless YOU are swinging with it. Which is great for pushing, but that's about it. The floating is really good, but it's rarely going to hit the grave without lucky Tuning/Quickdraw ditch/Accel ditch, which means that it can contribute to cloggy hands. I think it's good, but it's the worst of a bunch of good cards. Have yet to decide a ratio I'm most fond of. http://yugioh.wikia.com/wiki/Synchron_CarrierSynchron CarrierEARTHLevel 2Machine/EffectDuring your Main Phase, you can Normal Summon 1 "Synchron" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If another "Synchron" monster(s) is sent to your Graveyard as a Synchro Material for the Synchro Summon of a Warrior or Machine-Type Synchro Monster: You can Special Summon 1 "Synchron Token" (Machine-Type/EARTH/Level 2/ATK 1000/DEF 0). You can only use this effect of "Synchron Carrier" once per turn. http://yugioh.wikia.com/wiki/Starlight_JunktionStarlight JunktionField SpellYou can Tribute 1 Tuner monster; Special Summon 1 "Synchron" monster from your Deck with a different Level than the Tributed monster. If you Special Summon a Synchro Monster from your Extra Deck during your opponent's turn: Target 1 card on the field; shuffle it into the Deck. You can only use each effect of "Starlight Junktion" once per turn. I was just gonna put Carrier here, but it pretty much has to be talked about in tandem with Starlight Junktion. Carrier is a clone of Atlantean Heavy Infantry, in the double summon/themed offensive second effect way/defensive naturally way. It allows you a second summon of a "Synchron" monster each turn... This is really, really good when you get it off of Starlight Junktion. The problem with it outside of Junktion is that a second Level 2 non-tuner, albeit one that makes a 10/0 appear with it at times, is that it's not an extra Tuner, just an extra non-Tuner. Synchrons have an issue of generally having too much of one or the other, and this card would be better in most circumstances if it was a tuner. Its level doesn't contribute much to bad hands, and its effect is a it too situational for those same hands. It's only good as a play extender off of Junktion/late game. I play 1-2 and keep going between. It's also very good off of Soul Charge, but... yeah... Might be a reason to try Call/Oasis, though. It also allows for silly scenarios and convoluted combos, but they're still gonna be rare, especially the potent ones due to requiring soul charge. Then Junktion is kinda similar, but a bit better. It gets you any "Synchron" monster from your deck in exchange for killing a Tuner. When you can pair it with Carrier, you'll roll in the dough. Hell, even if you, say...SS Quickdraw by dropping Doppel (with Junk Synchron in hand)/Dandylion (limited), sack Quickdraw for Accel is lucrative, but this does require outside setup. It's better than Carrier is on its own, but it still has a much higher chance of helping a good hand than a bad one. It's just not enough sometimes. The second effect encourages you to play slightly differently, and can actually be really helpful, even though it looks like a gimmick. Waiting to make Stardust Warrior/SSD often pays off, as you can get to spin as well as bait any advantage they have before you do it (which they would be wasting in attempt to force you to make a move, so you might be playing into them while eating advantage all the same).http://yugioh.wikia.com/wiki/Accel_SynchronAccel SynchronDARKLevel 5Machine/Synchro/Tuner/Effect1 Tuner + 1 or more non-Tuner monstersOnce per turn: You can send 1 "Synchron" monster from your Deck to the Graveyard, then activate 1 of these effects;● Increase this card's Level by the Level of the monster sent to the Graveyard by this effect.● Reduce this card's Level by the Level of the monster sent to the Graveyard by this effect. During your opponent's Main Phase, you can: Immediately after this effect resolves, Synchro Summon using this card you control (this is a Quick Effect). You can only Synchro Summon "Accel Synchron" once per turn. Inferior to Formula (gameplay-wise), but not by much. It's a really good, versatile card, and I didn't even notice the last clause until I started on this thread. The effect is notable because it both allows you to manipulate Levels AND dump Accel Synchron for future (if not immediate) plays. It makes Stardust Warrior amazingly, with or withotu effect, and can often contribute to great laddering plays. Between the restriction (still mfw) and the effect, there's only need for running 1. http://yugioh.wikia.com/wiki/Jet_WarriorJet WarriorFIRELevel 5Warrior/Synchro/Effect"Jet Synchron" + 1 or more non-Tuner monstersIf 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 from your Graveyard in Defense Position, but banish it when it leaves the field. You can only use each effect of "Jet Warrior" once per turn. And now our little broken jet engine is all grown up! The bounce is actually incredibly strong, both off of a natural Synchro Summon or off of Stardust Warrior. The recurring is less common, but still there. The most notable thing about this card is how it almost completely replaces Junk Warrior. The only think Junk has on it is the fact that it's made from Junk Synchron, which is more likely to go level 5 than Accel... But this can also be made by Quickdraw, just like Junk Warrior. It's just a really strong Level 5, between the (sometimes temporary) removal and the floating to make better Synchros with weak cards. Thank GOD it can't nom Level Eater to revive itself, or it would be completely absurd. http://yugioh.wikia.com/wiki/Stardust_WarriorStardust WarriorWINDLevel 10Warrior/Synchro/Effect1 Tuner Synchro Monster + 1 or more non-Tuner Synchro MonstersDuring either player's turn, when your opponent would Special Summon a monster(s): You can Tribute this card; negate the Special Summon, and if you do, destroy that monster(s). During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your Graveyard. If this card is destroyed by battle or if this face-up card you control leaves the field by an opponent's card effect and is still in your possession: You can Special Summon 1 Level 8 or lower "Warrior" Synchro Monster from your Extra Deck. (This Special Summon is treated as a Synchro Summon.) Finally, we have the game's 5th Accel Synchro; Stardust Warrior. This card is honestly just... amazing. At best, 3K reviving TKRO. At worst, 3K floater that gets Road Warrior and Jet Warrior, setting the latter off upon its summon. it can be made from Formula plus Road Warrior/Junk Destroyer/Stardust/etc., or Accel Synchron plus... Recipro Dragonfly, Clausolas, Armory Arm, Balmung, Librarian, Jet Warrior, Armades, Drill Warrior, Goyo Guardian, High Speed Roid Maken Dharma/Dama, Black Rose Dragon, Nitro Warrior, Junk Berserker, Junk Destroy, Stardust Dragon, Road Warrior, and so on. So basically any Synchro Monster that isn't level 1 or 9+. Many Synchro decks have a habit of spitting out Level 5s, so even outside of Synchrons Books + Bikes = Warriors from Space. A really strong card that I think is actually pretty fair fare for the current game. Takes a decent amount of effort to summon, and you get a good but not too good payoff for it. That's just my 2 cents. Link to comment Share on other sites More sharing options...
Slinky Posted December 12, 2014 Report Share Posted December 12, 2014 Carrier's main problem is that it isn't searchable outside of Road Warrior, which really hurts its first effect. And how useful is the second effect considering we have doppel warrior/dandelion? Link to comment Share on other sites More sharing options...
Blake Posted December 12, 2014 Author Report Share Posted December 12, 2014 Carrier's main problem is that it isn't searchable outside of Road Warrior, which really hurts its first effect. And how useful is the second effect considering we have doppel warrior/dandelion? The field searches it, so it has 2 ways. Second effect is good as a play extender, as it "doubles" it's level for Accel to make 5 with it. Link to comment Share on other sites More sharing options...
CLG Klavier Posted December 12, 2014 Report Share Posted December 12, 2014 My ratios are: 3 Jet Synchron 1 Synchron Carrier 2 Rush Warrior Carrier is a good card, don't get me wrong. It just has yet to be impactful enough, and I needed space for a few more Spell Strikes. I like them a lot since the deck has a lot of uneven+even level combinations. Your main tuners are levels 1, 3, and 5, and your non-tuners are usually level 2 unless they are tokens. I'm also considering a 2nd Level Eater if anything. Link to comment Share on other sites More sharing options...
Blake Posted December 12, 2014 Author Report Share Posted December 12, 2014 My ratio has been 2 Jet 1 Carrier 2 Rush most of the time. I tried second eater, but it clogged. Trying to add more things that give the field value without depending on it, like Blackwing - Steam the Cloaked and Mecha Phantom Beast O-Lion. O-Lion has a better type and effect, which has been useful, but Steam has a better Token and level.. Link to comment Share on other sites More sharing options...
CLG Klavier Posted December 12, 2014 Report Share Posted December 12, 2014 ...huh. O-Lion seems to do exactly the thing I want it too. Problem is that it's not a Synchron, so you have a very limited range of tuning with it. Link to comment Share on other sites More sharing options...
iCherries Posted December 12, 2014 Report Share Posted December 12, 2014 You'd only ever need one of Carrier anyway. 3 Jet seems like a bit much when it can revive itself more than once per duel and you only have so many Junk Synchrons. Maybe if we had Avarice back, but...also i want it to be pointed out that urgent tuning becomes truly hilarious with junktionyes i know it's slow but when you actually do itoh my god making destroyer on their turn with an extra card sniped from the field is true hilarity in itself Link to comment Share on other sites More sharing options...
Blake Posted December 12, 2014 Author Report Share Posted December 12, 2014 O-Lion is really good once you get it into the grave (Junk in hand) or have it in hand along with Level Eater in grave. field + Olion/Junk + Eater in grave = Road/Destroyer Quickdraw + Olion in hand + Eater in grave is the same. Steam is better early. Steam + Field = Formula that searches for Junk as well. It can also make Drill Warrior/search for Carrier, which O-lion can't, really. It's also a better tuner on its own, regardless of reviving it just to sack it not letting it tune. Both are 1-ofs and I'd only run 1 at a time. Link to comment Share on other sites More sharing options...
Slinky Posted December 12, 2014 Report Share Posted December 12, 2014 You'd only ever need one of Carrier anyway. 3 Jet seems like a bit much when it can revive itself more than once per duel and you only have so many Junk Synchrons. Maybe if we had Avarice back, but... also i want it to be pointed out that urgent tuning becomes truly hilarious with junktion yes i know it's slow but when you actually do it oh my god making destroyer on their turn with an extra card sniped from the field is true hilarity in itself We may not have avarice back, but.. we do have Dichotomy varying on your build if you run more than Warriors/Machines. like the plant engine. Link to comment Share on other sites More sharing options...
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