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Pojo's Yu-Gi-Oh Card of the Day

Synchro Ejection
#TSHD-EN079 

Select 1 Face-up Synchro Monster your opponent controls and remove it from play. Your opponent draws 1 card.

Card Ratings
Traditional: 1.30
Advanced: 1.90 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - June 25, 2010

Back to the main COTD Page

 

Dark Paladin
Friday
 
Synchro Ejection closes our week, which is sort of like Dark Bribe on Steroids, but just for Synchro monsters.  You choose a Synchro Monster your opponent controls and remove it from play, and the opponent Draws a card.  Simple as that, and the one card is a small price to pay as what you removed was likely very worth it.
 
Ratings:
 
Traditional:  3/5 
Advanced:   4/5 
Art:  3/5
Greg Synchro Ejection:

     Not a fan of Synchro Monster-specific cards.  You have to wait until their is a synchro monster out for it be a live card, when you could just be running a non-specific trap like Compulsory Evacuation Device, Bottomless, D-prison, etc.  Not only are those cards less specific, they also don't offer your opponent the chance to draw another card.  In the current game state, giving your opponent extra draws, is NOT a smart idea, I don't see Dark Bribe all over the place, and that card can negate any spell or trap.  Why?  Because it pluses your opponent.  There are many many many better choices than this card for your main and side deck.  I would advise using them over this soiled upon trash that considers itself a card.

Traditional:  1.0
Advanced:   1.5

Otaku

We finish the week with Synchro Ejection, which almost seems worth it.  It’s a Normal Trap, so it enjoys being Spell Speed 2 and thus can surprise your opponent at an inconvenient moment on their turn.  Unfortunately that also means you’ll have to set it and have it survive until the point you want to activate it.  It targets (could be an issue) and removes one face-up Synchro Monster your opponent controls, and then they draw a card. 

Okay, quick and simple: I like that it isn’t mindless generic removal that punishes a player for investing in something more than the biggest, easiest monster or a card that can instantly recoup investment costs.  However, those cards are still legal so that instantly hurts this one.  Synchro Monsters are also a fairly specific target, so running a Trap just to counter them isn’t too good an idea, especially when many players will find something generic like Compulsive Evacuation Device just as devastating. 

Still, I like where they are going and if we see enough cards with “opponent draws a card” effects, we could get a nice Appropriate deck going. 

Ratings 

Traditional: 1/5 
Advanced:
2/5 

I’d also like to add I’ll be selling quite a bit of my soon-to-be-former possessions on eBay.  You can take a look here at my first auction if you’re interested in some SNES games.  Just a reminder, Pojo is in no way responsible for this and was merely kind enough to let me mention the auction here. ;)


Mark
Howard
Synchro Ejection is nothing but a filler card. It has somewhat decent design, but is completely inferior to cards that have already been made. Sure, you can remove a Synchro, but you're giving your opponent a free card to replace it. That isn't something you want to do unless you're getting an extremely powerful effect.

This card has absolutely zero use in any deck. Compulsory Evacuation Device, Bottomless Trap Hole and Black Horn of Heaven can do the same thing, but can hit more than just Synchros and won't give the opponent any compensation for their loss.

1/5
Art: The monster getting voip'd is Dragunity Knight - Barcha, which won't even hit the TCG for more than a year.
Fun Fact: Micaiah has really bad speed and defense growth. More like Maiden of Yawn.
Tomorrow: You will be playing Fire Emblem.

Jae Kim
Blog:
Go-YGO.com
Friday-
 
Compare this card to something like Compulsory Evacuation Device. This card is clearly set filler.
 
T: 1/5
A: 1/5

PDtamer

Synchro Ejection
Normal Trap

"Select 1 Face-up Synchro Monster your opponent controls and remove it from play. Your opponent draws 1 card."

In Yugioh (And most card games in general,) there are a few unwritten rules that a card must follow to be competitive. Rules like, "If this card causes you to lose card advantage, it must win you the game, or be game breaking," and "It must be able to be used in multiple situations." Synchro Ejection does not follow either of those "rules." It has a very specific activation requirement (Opponent must have a face-up synchro monster on the field) and it causes you to give your opponent a free card (You lose Synchro Ejection, they lose their monster, and they draw a card. -1 for you.) The best case scenario, card advantage wise, is for your opponent to use a card to flip the targeted monster face down, or to remove it from the field altogether, causing an even break in card advantage. (Synchro Ejection will not resolve if the targeted monster is no longer face up on the field, so you traded your Synchro Ejection for a card that saves said Synchro monster.) There are simply better cards that do this job, but aren't so picky on activation requirements so they're easier to play, AND don't give your opponent card advantage. Compulsory Evacuation Device is a good example.

Traditional: 1/5
Advanced: 1.5/5


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