Difference between revisions of "Synchro Monster"

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{{Infobox/Archetype/ExtendedName
 
{{Infobox/Archetype/ExtendedName
 
| arabic              = وحوش التزامن
 
| arabic              = وحوش التزامن
| furigana            = シンクロ(モンスター)<ref group=Notes>The parentheses here specify what part is not shown on the cards' [[Type]]/[[Ability]] line.</ref>
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| furigana            = シンクロ(モンスター)
 
| kanji                = {{Ruby|S|シンクロ}}モンスター
 
| kanji                = {{Ruby|S|シンクロ}}モンスター
 
| japanese            = Sモンスター
 
| japanese            = Sモンスター

Revision as of 20:10, 7 November 2016

Synchro Monster

Synchro Monster

Japanese

シンクロモンスター

Japanese (ruby)

シンクロ(モンスター)

Japanese (base text)

Sモンスター

Japanese (romanized)

Shinkuro(monsutā)

English

Synchro (Monster)

Lists

Synchro Monsters (Japanese: シンクロモンスター Shinkuromonsutā, abbreviated シンクロモンスター in card text since Duelist Alliance) are a type of Monster Card, first released in Starter Deck 2008. The color of their card frame is white. These cards are placed in the Extra Deck.

To be properly Special Summoned, Synchro Monsters must be Synchro Summoned. To be Synchro Summoned, the player must send, from their side of the field to the Graveyard, a face-up Tuner monster and one or more face-up non-Tuner monsters, whose total Levels exactly equal the Level of a Synchro Monster. The monsters used in the Synchro Summon are called Synchro Materials.

Like other Extra Deck monsters, Synchro Monsters cannot exist in the hand or Main Deck (even with card effects). If a Synchro Monster would be moved to the hand or Main Deck, it is returned to the Extra Deck instead. If a card like "Transmigration Break" or "Degenerate Circuit" is applying, this will override the Synchro Monster's ability to return to the Extra Deck.

Like other Extra Deck monsters, if a Synchro Monster is not Synchro Summoned first, it cannot be Special Summoned from the Graveyard or while banished (unless it specifies another way to properly Special Summon it).

Synchro Summoning

Synchro Summon is the act of Summoning a Synchro Monster from the Extra Deck using a Tuner monster with additional non-Tuner monsters. During the Main Phase 1 or 2, the turn player can Synchro Summon a Synchro Monster from the Extra Deck by sending monsters they control to the Graveyard (at least 1 Tuner and 1 or more non-Tuner monsters), provided the total Level of those monsters matches exactly the Level of that Synchro Monster.

Synchro Materials

To perform a Synchro Summon, one Tuner monster and at least one non-Tuner monster must be used as Synchro Materials. Trap Monsters and Token Monsters can be used as Synchro Materials.

Some Synchro Monsters have restrictions on the Synchro Materials that can be used. Restrictions can be placed on the following attributes of the Tuner monster:

Some Synchro Monsters require 2 or more non-Tuner monsters to be Summoned, such as "Mist Wurm" or "Ally of Justice Decisive Armor". Other Synchro Monsters, such as "Dragocytos Corrupted Nethersoul Dragon", specify the number of non-Tuner monsters that are required.

Multiple Tuner Synchro Summoning

While most Synchro Monsters require exactly 1 Tuner to be Synchro Summoned, "Red Nova Dragon", "Hot Red Dragon Archfiend King Calamity", "Tyrant Red Dragon Archfiend" and "Vylon Omegarequire 2.

"XX-Saber Gottoms" must be Synchro Summoned using a Tuner and EARTH monsters, but it does not specify that the EARTH monsters must be non-Tuners. Therefore, up to 5 Tuner monsters can be used for its Synchro Summon.

Tuner Synchro Monsters

Tuner Synchro Monsters are Synchro Monsters that are simultaneously Tuner monsters ([Type/Synchro/Tuner]); usually, they have effects that make Synchro Summoning easier, such as "T.G. Wonder Magician" and "Phonon Pulse Dragon"; the former allows its controller to Synchro Summon during the opponent's turn and the latter manipulates its own Level and restricts other kinds of Special Summon.

Playing style

Synchro-focused decks usually use a large number of monsters, with swarming capabilities, to take the advantage that Synchro Summoning provide. Many of these decks have low level monsters to control over which Synchro Monster would be Summoned. Another common trait shared is that cards that can manipulate levels are used to further aid this tactic.

Strategically speaking, Synchro Monsters allow for a large amount of rapid power to be Summoned with relative ease and speed. Most of them have very potent effects in addition to their ease in Summoning.

Example

StardustDragon-LC5D-EN-UR-1E.png

Trivia

  • There are currently no Fish-Type Synchro Monsters.
  • There are currently no Synchro Monsters with more than 4000 DEF.
  • Machine-Type monsters are currently the most diverse monsters by Level, as they have Synchro Monsters that are Levels 2, 3, 4, 5, 6, 7, 8, 9, 10, and 12.
    • They are followed by the Dragon-Type, that has Level 4, 5, 6, 7, 8, 9, 10, 11 and 12 Synchro Monsters.
  • The only 3 Dinosaur-Type Synchro Monsters are members of the "Jurrac" Archetype.
  • "Star Eater" is both the only Level 11 Synchro Monster and the only Synchro Monster whose Synchro Summon cannot be negated and that prevents the activation of cards or effects when it is Synchro Summoned.
  • "Leo, the Keeper of the Sacred Tree" is the only Beast-Type Synchro monster that can be Synchro Summoned by using generic Synchro Materials.
  • "Sea Dragon Lord Gishilnodon" is the only Synchro Monster who specifies the Level of the non-Tuner monster required for its Synchro Summon.
  • "XX-Sabers Gottoms" is the only Synchro Monster that does not specifically require non-Tuner monsters as Synchro Materials, so it is possible to use up to 5 Tuner monsters to Synchro Summon it.

See also