Forum:Generic synchro extra deck

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I'm just looking for a variety of generic synchro monsters, with as diverse of levels as possible, for use in my anti-meta deckDjt08031996 (talkcontribs) 15:01, May 5, 2014 (UTC)

Well, I'll just throw out a bunch of good ones and let you pick:

Level 2: Formula Synchron - Draw power, is also a tuner so it can flow into other synchros easily. If you can use him, you use him, no questions asked.

Level 3: Mist Bird Clausolas - Negates opponent's monster effects and makes its ATK 0. Since it's got a low level, it can also be used to dive into stronger Synchros.

Level 4: Armory Arm - extra damage; Balmung, Fighter from the Underworld - Nice ATK, also a good scare against Mirror force or Dark hole, especially when you have a second in your Graveyard.

Level 5: T.G. Hyper Librarian - Three reasons: 1) Draw power. 2) Draw power. 3) DRAW POWER. Also has good ATK; Armades, Keeper of Boundaries - This thing shuts down Honest, Mirror Force, etc.; Ally of Justice Catastor - Steamrolls almost anything non-DARK. It remains to date one of the most splashable Synchro Monsters in the game.

Level 6: Vulcan the Divine - Bounce one face-up card on each side of the field? aw yis - especially one you target a frozen continuous trap like fiendish chain or call of the haunted whose target is no longer on field; HTS Psyhemuth - Just a strong D.D. Warrior Lady, but then again Warrior Lady is already one of the most annoying cards in the game, so Psyhemuth is decent.

Level 7: Black Rose Dragon - Nuke the field. Nuff said. Not many people who use Black Rose use plants, but the ability to just destroy EVERYTHING is reason enough to splash her in; Moonlight Rose Dragon THIS sucker is deadly. Summoning this is an automatic advantage to you in the current meta. And before you say "not everyone runs level 5 and up monsters" I'll agree, but I should remind you that its own summon can bounce stuff. Think about how to abuse that :)

Level 8: (Get ready for a whole ton, a lot are really good): Stardust Dragon - This card probably single-handedly changed the meta. Once upon a time, destruction effects were everything. But then Stardust descended, forcing people to splash in more evasive methods of removal. People have to be more creative around this sucker, and while the shift away from destruction effects have left it weaker now than it once was, they remain prevalent enough that this card is still a deadly force; Stardust Spark Dragon - Stardust's manga counterpart, it's more limited but slightly more versatile; lets you protect a card you control once a turn. Most importantly, it even protects against battle, something the original Stardust was vulnerable to; Hot Red Dragon Archfiend - OK, THIS GUY IS LIKE A DARK HOLE ON HIS OWN. WHAT ELSE DO YOU WANT ME TO SAY?; Scrap Dragon - Destroying a card you control might seem like a disadvantage, but lets be real - you can use a reusable card like Level Eater to do the job while your opponent loses something not nearly as replaceable; Beelze, King of Dark Dragons - Can't be destroyed by battle or card effects, and can raise his own ATK when you take damage? THIS THING IS A LUNATIC; Colossal Fighter - Not for every deck (not everything relies on warriors), but note that it can revive itself with its own effect. Summon this card and you will ensure that your life points are reasonably protected if your opponent can't remove it with a card effect.

Level 9: Mist Wurm - Bounce three cards your opponent controls. Nice.

Level 10: Leo, the Keeper of the Sacred Tree - Can't be targeted by card effects. And hoo boy, do you have any idea how many card effects target? It's a massive number.

Level 11: Star Eater - Is immune to anything your opponent can throw at it while attacking, also is immune to most summoning hazards. Pretty good card.

Hope this helps! Aeron Solo wuz here (If you wanna talk) 15:27, May 5, 2014 (UTC)

alot of good suggestions here, took a bit of thinking to prioritize themDjt08031996 (talkcontribs) 13:52, May 6, 2014 (UTC)

Don't forget Scrap Archfiend - sometimes all you need is a little more muscle than 2400 ATK in the LV7 bracket to surmount that opposing Stardust Dragon or Number 39: Utopia. --Gadjiltron (talkcontribs) 16:24, May 5, 2014 (UTC)

if I used that, it would be the 1 and only normal monster in my entire deck (main or extra), so I'd rather notDjt08031996 (talkcontribs) 13:52, May 6, 2014 (UTC)
Don't discount Scrap Archfiend per se, it really does have a good amount of attack (that's a lot nicer than you think), and besides that you can also throw it to the wind for a stronger Synchro without looking back. Level 7 is a good number to Synchro into, and it combines very well with other Tuners for some very strong summons. Aeron Solo wuz here (If you wanna talk) 17:34, May 6, 2014 (UTC)
actually, I have a lot of cards in my main deck to let me deal with strong monsters (like Dark Core and Mirror ForceDjt08031996 (talkcontribs) 18:32, May 6, 2014 (UTC)

now lets see if we can't find some to take advantage of all the banishing my deck doesDjt08031996 (talkcontribs) 13:34, May 7, 2014 (UTC)

Angel of Zera might be a good choice for Banishing-based decks. It becomes stronger with every banished card of your opponent and returns if itself gets banished (for instance with Dimensional Prison or Caius the Shadow Monarch). - BronzeJohnson (talkcontribs) 15:20, May 7, 2014 (UTC)

One thing I forgot to mention: Do NOT underestimate the Power of Scrap Archfiend / Gaia Knight, the Force of Earth! Even though they lack effects, they can be handy as easily summonable beatsticks. Besides, I once won a duel just because Gaia Knight can not be targeted by Fiendish Chain.

I understand if you don't want to put them in your Extra Deck, but maybe as Side Deck options against Skill Drain Decks.-15:33, May 7, 2014 (UTC)

side decking, ok, but not as part of the basic extra deckDjt08031996 (talkcontribs) 22:21, June 1, 2014 (UTC)

how about level 12, they may be tough to call, but, in the end, their no more specific then T.G. Hyper Librarian( and I added a couple of pairings for Rank-Up-Magic - The Seventh One)Djt08031996 (talkcontribs) 15:27, June 10, 2014 (UTC)

I'm begining to debate with myself between c101, c104, and c106Djt08031996 (talkcontribs) 20:26, June 15, 2014 (UTC)

wow, almost 2 weeks with no help?Djt08031996 (talkcontribs) 16:59, June 29, 2014 (UTC)

helloDjt08031996 (talkcontribs) 19:44, July 13, 2014 (UTC)

Heya! Sorry I'm not often active on this site. There are only 3 level 12 Synchro Monsters, and 2 of them are Delta Accel Synchros, requiring that you summon them using 1 Synchro Tuner monster and 2+ non-Tuner Synchros. In a generic Synchro Extra Deck it's not a very good idea to run them; you'll only be able to fulfill the summoning requirements basically once in a blue moon. The last one, Red Nova Dragon, is a very strong monster and relatively efficient: immune to destruction by card effects, gains 500 ATK for every tuner in your Graveyard, and can negate one attack per turn. The problem is, in addition to a situational 2 tuner requirement, he also requires a specific Synchro Monster as his non-Tuner Synchro Material: the original Red Dragon Archfiend, which doesn't exactly have the best of effects. I don't often recommend Red Dragon Archfiend for decks unless you're that worried about defense position monsters, or focus on summoning Red Nova.
Okay while I don't recommend running it in a Synchro Deck, if you ever want to use Rank-Up-Magic The Seventh One, there are 3 Monsters you go for by default: Number C101, Number C104, and Number C107. C101 because it is at its absolute strongest as long it has at least 1 Xyz Material, C104 because it's a built in Mystical Space Typhoon combined with a very strong one-shot monster effect negation, and C107 to be absolutely unstoppable for the turn, barring Quick Effects that can stop him from going Time Tyrant. Let him use Time Tyrant though and its basically game over, barring Hand or Graveyard effects. Besides that, Neo Tachyon has 4500 ATK. Aeron Solo wuz here (If you wanna talk) 20:09, July 13, 2014 (UTC)
I dont really see any real trouble with using a delta accel synchro as filler and your rank-up pairing suggestions merely cut c106 out of my personal debateDjt08031996 (talkcontribs) 23:49, July 13, 2014 (UTC)
The problem with "RUM - 7th One" into Number C106 is that the original Number 106 is incredibly hard to get in the TCG region. If you only plan to use it online, or are in the OCG region, go for it.
Concerning the Delta Accel Synchro summons, I think Aeron Solo meant that they take alot of effort to get out and if you play them, you almost need to dedicate your Deck to them. If you are willing to go through the effort, I would recommend Shooting Quasar Dragon as it has the most bang for its buck. Close second is Red Nova, but the need to play Red Dragon Archfiend will take away another Extra Deck space (which are quite limited anyway). The last one, the T.G. Halberd Cannon is not really worth it. --BronzeJohnson (talkcontribs) 07:54, July 15, 2014 (UTC)
The 7th One I just listed the 3 very best and why people enjoy using them. Yes, C106 is generally a very terrible card, and what little use it has is basically lost when used with the Seventh One.
And yes, that's what I meant. Even a deck devoted to their summon usually has some trouble getting them out, much less a Deck meant to just spam any Synchro the situation calls for. The three level 12s all take careful planning to summon in the long term, or a Deck designed to summon them easily. I don't think they're worth your time, but if you want to Delta Accel, then go for Shooting Quasar, it easily outclasses Halberd Cannon. I only recommended Red Nova because it's slightly easier to summon in some respects. Aeron Solo wuz here (If you wanna talk) 12:34, July 15, 2014 (UTC)
thanks on the input for sealing the last spotDjt08031996 (talkcontribs) 15:09, July 15, 2014 (UTC)