Talk about putting the cart before the horse.
Today’s CotD is Turbo Synchron. Sound
familiar? That’s right: I basically reviewed
this card last Friday since we reviewed Turbo
Warrior. Since, ya know, I kind of had to,
since you have to use this card to get Turbo
Warrior out.
Stats:
Turbo Synchron is a Level 1
Wind/Machine/Tuner. Being a Level 1 is
unfortunate; the fewer levels you get from your
Tuner, the more levels you have to supply
elsewhere, after all. Part of why Turbo
Warrior scored so low was that it means an
awkward need of five more levels.
Of course, being a Tuner Monster is a huge
advantage: I mean, it lets you trade the Tuner
Monster and another card for what is usually a
much better Monster. Even in Yu-Gi-Oh, it seems
there is always a situation where the best of
cards is useless. Being a Tuner helps to reduce
the likelihood of that happening: your deck’s
real focus falling flat? Toss a Tuner onto the
field and Synchro Summon what you need. What’s
that? I sound like I am trying to convince my
self? Well… yeah, I am. Like I said, I am
still playing catch-up and re-learning the
ropes.
Since increasing my dabbling in this game every
so slightly so I could return to reviewing, I
haven’t heard much about Wind Monsters. Wind
cards get a few Monsters for Support, a lame
Equip Spell from TP1 (Gust Fan), a second
generation Field Spell (Rising Air Current),
and Spiritual Wind Art – Miyabi. Of the
Wind supporting Monsters, most are cards that
have counterparts for all or mostly all other
Attributes (Attribute searcher, Charmer
series, first generation ATK booster, etc.).
What does help a little is that they have a
small-but-reusable backfield clearer in Lady
Ninja Yae, a bigger one-time backfield
clearer in Swift Birdman Joe, and a
second generation Attribute boosting Monster in
Harpie Lady 1. This matters because Wind
is pretty good at swarming.
The Machine Type allows you access to Machine
Support. The bad news is, there aren’t a lot of
Wind Machines, but of the 11 I could find, about
half could be decent or better… in a properly
balanced metagame. Oh well, the generic Machine
Support card that benefits Turbo Synchron
is Machine Duplication. With this little
gem you can net one card of advantage by
bringing out another two copies of Turbo
Synchron. Yes, that means it has less than
500 ATK: a pitiful 100, with a 500 DEF. Both
make it searchable and allow such a combo, which
is nice, but even thinking of the effect, I
might prefer some more.
Effect(s):
Well, besides being a Synchro Monster, it can
attack a card and force it into DEF mode. When
it takes damage from attacking something, you
can Special Summon a Monster from your hand
whose ATK is equal to or less than the damage
you took. I mentioned in the Turbo Warrior
CotD that I don’t know if taking “zero damage”
counts as taking “zero damage”.
The effect can be a nice, interesting way to
Special Summon some cards that would otherwise
be harder to, but not that many, especially
since they have to already be in your hand.
Either you just use it as a fancy way to Special
Summon something that isn’t that hard to Summon
another way, or you have to load your deck with
cards that are easiest to Summon in this manner,
and prey you don’t get a lot of dead draws. The
shifting to DEF of the target is nice, not just
since it keeps you from having to actually
suicide into something, but low DEF scores
attached to high ATK scores are fairly common,
and a second Monster could conceivably finish
things up for you. Not your Special Summon
though, since of course at best it would have an
ATK equal to said Monsters DEF. It isn’t even
that helpful for Synchro Summons, since you have
to burn your Attack Phase first and Synchro
Summon in Main Phase 2.
Uses and
Combinations:
Not a whole lot. You must run it if you are
running Turbo Warrior, but as you saw if
you read last Friday’s CotD, isn’t really good
enough to run for itself. Basically you need a
deck where Turbo Synchron already has a
use (either for the position change, the ability
to work with Machine Duplication, or its
actual Special Summoning effect). See last
Friday’s CotD for more details.
Ratings
Traditional:
1/5 – If you find a FTK or even a decent OTK for
it, I am wrong. Or a good way to mix Synchro
Summons in with Chaos. Right now, though, I
can’t see a good use for it here.
Advanced:
2/5 – Perhaps some combo oriented decks and of
course if you want to run Turbo Warrior.
I just don’t think you will want it for either.
Art:
3/5 – Fond memories of the much better designed
Turbo Man from “classic series” Mega
Man 7 for the SNES or “Battle Network”
series game MegaMan:
BattleChip Challenge. Both games are
great, the latter even feeling like a strange
video game TCG. Pity the real MegaMan TCG died.
Summary
At least it isn’t broken, so far as I can tell.
It may be called Turbo Synchron, but it
seems slow at aiding in Special Summons and not
to great for Synchro Summons.
-Otaku