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Pojo's Yu-Gi-Oh Card of the Day
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Tuner's Scheme
#ABPF-EN077
Activate only when a Synchro Monster is Special Summoned to your opponent's side of the field. Take control of that Synchro Monster. Remove it from play when it is destroyed. Destroy this card when that monster is removed from the field.
Card Ratings
Traditional: 1.50
Advanced:
2.40
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 04.09.10
Back to the main COTD
Page
|
Dark Paladin |
Friday
Tuner's Scheme is an interesting little Trap,
sort of like a Synchro specific Snatch Steal in Trap
Form...you use this to take control of a Synchro
Monster your opponent summons. When destroyed, that
monster is removed from play, which is great, and
this card is similarly destroyed when that monster
is removed from the Field. It's respectable enough
Tech, but I don't really see it being played,
sadly...
Ratings:
Traditional: 2.25/5
Advanced: 3.25/5
Art: 4/5
|
General Zorpa |
Tuners Scheme
This card actually got some hype when it first
came out. It is a continuous Trap card, so it has to
be on the field for it's effect to resolve. The
effect is that you can take control of an opponent's
Synchro monster when it is Synchro SUmmoned and the
monster is removed from play when it dies, and this
card is destroyed when the monster dies.
This card was being hyped as universal tech
against cards like Blackwings and several Synchro
heavy decks. However, most Blackwings nowadays only
Synchro when they are winning, which is a poor
position to have a card in your deck specifically
for.
Even though there is a lot of Synchro Summoning
nowadays, there are not going to be enough times
when this card is out and your opponent Synchro
Summons, even if you run a full complement. There
are even top decks now that don't Synchro Summon
very much at all (Gladiators and Monarchs) and they
are going to be seeing play everywhere.
I really want this acrd to be good, just don't
see an environment where such a picky card is going
to see this much play.
Traditiona-1/5
Advanced-1.5/5
|
Freeza |
Tuner’s Scheme …
This in an interesting card … Unfortunately, I don’t
think it will see much play. It’s very simple too
(my favorite kinds of cards) – Your opponent special
summons a Synchro monster - u take it and its
yours. Awesome, right? So why NOT play it? Well
that’s the sticky-wicket. This card, by definition,
is situational. U will be sitting, waiting, and
hoping your opponent Synchro summons a monster. In
this day and age – most opponents do. But then the
issue is WHEN exactly … If u get this opening draw,
are u expecting to yield control of the field to
ALLOW for your opponent to set up a Synchro summon?
(note – Tuner’s Scheme grabs Synchro monsters in ANY
way they are special summoned – from the extra deck,
the Graveyard, whatever) U get this card too LATE in
the game, it becomes virtually a wasted draw, as
your opponent will likely just be finishing u off as
immediately as they can, without needing to Synchro
summon again.
Tuner’s Scheme serves best as insurance in case u
are LOSING contro, where it’s job would be to pull
ur butt out of the fire. Although an MST or Heavy
Storm too far in advance ruins all your hopes in
that end. And although its nice to TAKE your
opponent’s hard earned monster, its often a lot
easier just destroy it. A Bottomless Trap Hole will
solve almost any of your Synchro Monster woes (aside
from Stardust), but it will get rid of anything else
too, not limited to only Synchros …
What I’m saying in a roundabout way is that,
although u can IMAGINE this thing helping u, because
there are multiple superior and less specific
options for what u want to accomplish, u wont be
able to make practical room for it in most decks.
The only exceptions being decks that require less
speed, and are built with the goal of simply
stagnating your opponent’s offense … like a Final
Countdown or something …
I don’t HATE Tuner’s Scheme, but …
Fail!
Traditional: 1.5/5
Advanced: 2/5
- FREEZA
|
N o V a |
Here is a nifty little trap. Tuner's Scheme is a
trap that allows you to take control of a Synchro
monster that is special summoned to your opponent's
side of the field. This is useful for taking control
of cards like Goyo Guardian, Brionac, Dragon of the
Ice Barrier, Blackwing Armor Master and so on,
helping put up a defense while the opponent wasted
their tuner and non-tuner monsters to synchro summon
a monster, just to have it snatched by Tuner's
Scheme. Tuner's Scheme however is something you
won't exactly see mained, its more of a side deck
card, and mostly as tech against Synchro heavy decks
like Blackwings. Its something I suggest trying out
sometime, but something I wouldn't recommend maining,
but siding.
Traditional: 2/5
Advanced: 2/5
|
Greg |
Tuner's Scheme:
More Synchro hate, and yet another card that
there are better versions of. Well, I don't know
about better... but there are cards that are anti-synchro.
Shiny Black C for instance. I guess if you are going
to be playing against a lot of Synchro heavy decks,
and don't have anything else to side, this would
work. But honestly, most people are already running
cards in their main or side decks that are answers
to Synchro monsters. Royal Oppression, Bottomless,
Torrential, etc., so where would the room be to add
some of these type cards? Yeah, it provides a nifty
answer to Stardust, but so does anything with over
2500 atk or Brionic, and almost all decks have both
of these at their disposal. For that matter, I
rather run Compulsory Evacuation Device, at least it
can be a short term solution to monsters other than
synchros if needed. I'd side something else other
than this, that's the point here folks. With the
wide variety of decks out there right now, you need
all the space you've got in your side deck!
Traditional: 1.5
Advanced: 2.0
|
Otaku |
Tuner’s Scheme
is tempting – unlike most specific
counter cards
– because it’s countering
something fairly common in decks:
Synchro monsters.
This continuous Trap can only
be activated at the moment when a
Synchro monster is Special Summoned
to your opponent’s side of the
field.
As long as
Tuner’s Scheme remains active,
you then get to control that Synchro
monster.
When said monster is
destroyed, it is removed from play.
Since it wasn’t one of yours
and it’s your opponent who could
benefit from reviving it… that’s
good.
This card destroys itself if
the monster it snagged is removed
from the field, which isn’t too bad:
Tuner’s Scheme has already
served its purpose by then.
As a Continuous Trap, this is very
vulnerable to destruction.
That is what I think will
keep it from being everywhere.
Otherwise the abundance of
decks that utilize the Extra Deck
for Synchro Monsters would make it
an almost “sure thing”, and a must
for your Side Deck.
As is, I find it something to
strongly consider: either bait out
removal or your opponent is down at
least two cards (from the Synchro
monster).
I can’t say I recommend
running it in your main deck,
though: some decks just don’t
Synchro Summon, or at least often
enough for it to be worthwhile.
I’ll add I like the art for this
card – like the card itself it can
seem sinister or just silly.
Ratings
Traditional:
1/5
Modified
–
Main Deck:
2.5/5
–
Side Deck:
3.75/5
Art:
4/5
|
Mark
Howard |
Tuner's Scheme
This is an interesting card, to say the least.
When your opponent Synchro Summons anything... BAM!
It's yours! They lose their huge monster and it
becomes yours for the taking! It also gets removed
from the game when it leaves the field, so you can
nab their Stardust, use its efect, and they never
get it back! The only problem with this card is that
it's inconsistant in the main deck because some
people don't use Synchros, and it's still a gamble
even if the opponent does happen to Synchro Summon
heavily.
The thing is, it's tough to have this card set at
the exact time the opponent is summoning a Synchro.
This card may even sit dead on the field for a while
until you get use out of it, but when you do, it's
huge.
4/5 lurking in your side deck.
Art: Everything is going swimmingly! Muahaha!
Fun Fact: Did you know Reese's makes cookies and
cream flavored stuff? You should. It's great.
Tomorrow: Remember when TV was worth watching, and
you'd get up on Saturday mornings?
|
Jae Kim
Blog:
Go-YGO.com |
4/9- Tuner's Scheme
There are certain cards that are so powerful,
they can win the game single-handedly. A good
example is Mazera DeVille. If you successfully
trigger Mazera Deville, you are probably winning the
game.
Unfortunately, these cards are balanced by a lack
of utility. Lack of utility is the main reason your
fantastic combo-deck will lose matches at a premier
event. Having hands full of tribute monsters or
unusable spell cards is a surefire recipe for doom.
If resolved, Tuner's Scheme will often work out
in this fashion:
I pay Tuner's Scheme, you pay the two (on
average) monsters you used to Synchro summon. I gain
that monster.
This is basically a three for one in most cases.
In practice, it's usually a two for one because your
opponent probably used one card to Synchro summon
(Firedog, Shura/Whirlwind, Debris Dragon, etc).
Unfortunately, the scheme has too little utility
to work. Not enough decks are consistently synchro-summoning.
Not enough synchro-summons are made by those decks
that do consistently do so.
Traditional: 1/5
Advanced: 1/5
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