TDGS-EN049
De-Synchro
[Spell Card]
Select 1 face-up Synchro Monster. Return it to its
owner's Extra Deck. Then, if all of the monsters
that were used for the Synchro Summon of that
monster are in your Graveyard, you can Special
Summon them.
Card Ratings
Traditional: 1.50
Advanced:
1.75
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 10.01.08
Continuing the Magic card theme, we come to De-Synchro,
a Normal Magic card, that is essentially De-Fusion,
obviously for Synchro monsters, with a nice little
bonus. You can return one Synchro monster to the
Extra Deck.
I like the fact that it can be either players'
Synchro monster, as you probably aren't going to be
in a spot where you want to rid yourself of your own
Synchro monster. Now, if all the pieces used for
said Synchro Summon exist in the respective players'
Graveyard, they can be Special Summoned.
Ideally, here you remove one or more of the pieces
first to prevent this from happening, or have
something in the Trap form waiting for when the
Synrchro monster returns. It could be a neat
offensive/defensive tech card.
Ratings:
Traditional: 2/5
Advanced: 3/5
Art: 4/5
Creator
OfThePoint
System
Wednesday:
De-Synchro
This card has two main uses; getting rid of an
opponent's Synchro, especially if they removed one
or more of the materials (which they're apt to do
with Malicious), or getting extra attacks in the
battle phase with one of your own Synchros to win
the game.
The trouble is, neither of these uses are powerful
enough to run this card; Compulsory Evacuation
Device is a good answer for opposing Synchros (and
Phoenix Wind Wing Blast, although requiring a
discard, is a better all-around option for any
card). As for returning your own Synchro, there are
better cards to run rather than ones that make you
give up a Synchro -- I'd rather protect it once it's
on the field myself.
Maybe there'll be some broken combo with this in the
future. I just don't see it yet.
1.5/5
General Zorpa
De-Synchro
Wow, you can't even make Kaiba's play with this. I
mean fusing Blue Eyes Ultimate attacking and then
bringing up all 3 Blue Eyes for game. This card is
the exact same for Synchros, but it conditional and
there are far better cards out there to deal with
Synchro monsters.
All in all, I think that a case can be made for
using this card in some sort of combo deck, but I
can't really see it working anytime soon. Tele-Dad
is the deck to beat, and even though this kills
Synchros, you need to be able to deal with Stratos,
Dark Armed Dragon and Dark Grepher, and this card
just cannot cope with so many things going on at
once. It does one thing, and that usually means a
low rating.
Traditional-1/5
Advanced-1/5
Jeff Lang
TDGS-EN049
De-Synchro
[Spell Card]
Select 1 face-up Synchro Monster. Return it to its
owner's Extra Deck. Then,
if all of the monsters that were used for the
Synchro Summon of that monster
are in your Graveyard, you can Special Summon them.
32441317
Super Rare
Todays card up for review is De-Synchro. Oh my
would this card be busted if it was a quick play
spell. Bringing out Goyo Guardian, hitting for 2800,
then playing this to trade goyo in for Stratos and
Krebons, hit with those. Main phase 2 you can
synchro again. BUT, believe it or not, it not being
a quick play really crippled its playability. This
format is so fast, you cannot afford to use cards
like this. You have to use all powerhouse
producing/having effects. I do not suggest you play
this card in any situation.
Trad: 1/5
Adv: 1/5
Ben
TDGS-EN049
De-Synchro
[Spell Card]
Select 1 face-up Synchro Monster. Return it to its
owner's Extra Deck. Then,
if all of the monsters that were used for the
Synchro Summon of that monster
are in your Graveyard, you can Special Summon them.
32441317
Super Rare
Like with just many themes or mechanics, we get the
anti to it. This card really isn't terrible but it
is far outshined by many other cards like
Compulsory Evacuation Device, Phoenix Wing Wind
Blast, or any generic removal or bounce. The only
combo I really see with this is Synchro Summoning
something, using Creature Swap on it, then using De-Synchro
to get your own monsters back. I do not recommend
trying it with the expectations of consistency
though.
Tradiional: 1/5
Advanced: 1/5
Mr. Random
TDGS-EN049
De-Synchro
[Spell Card]
Select 1 face-up Synchro Monster. Return it to its
owner's Extra Deck. Then,
if all of the monsters that were used for the
Synchro Summon of that monster
are in your Graveyard, you can Special Summon them.
32441317
Rare
This is the "De-Fusion" for Synchro monsters.
Basically you can get back what you synchro summoned
with and use those same monsters for another synchro
summon, but of a different monster depending on how
the duel has changed. Other than that, it isn't a
quick play card so you would be able to attack with
more monsters. Most people would like to keep their
Stardust Dragons or Goyo Guardians because of big
monsters and great effects. Unless someone is in
need of a different synchro monster, then they'll
use this card, but with how long monsters last on
the field it may not matter anyway.
Traditional: 1/5
Advanced: 1/5
Pwii
de-synchro is actually
kinda nice. In a side deck only of course. The only
way this card could be made better is be made into a
counter trap. As is, it's OK. Why? Stardust
dragon--the most popular synchro--completely evades
it. For that we have D.D. crow. A nice piece of
counter indeed.