Jump to content

Synctricity Archetype (14/14)


Atypical-Abbie

Recommended Posts

Synctricity is an Archetype of Thunder/LIGHT monsters with various Levels. They focus on Synchro Summoning, returning themselves to the hand and column and zone mechanics. Each Main Deck Monster has an effect that returns them to the hand if they are targeted by a card effect, and then Special Summons another monster from their hand in the same zone as that monster was in. Take note of this being a Quick Effect, meaning you must respond with it, so Synctricity Zone is an important card for them. The name is a portmanteau of Synchro and Electricity, and the monsters are based around various animals and all use alliteration.

 

Main Deck Monsters:

 

Synctricity Charge Crane

Thunder/LIGHT/Tuner

Level 2

If you Normal or Special Summon a "Synctricity" monster(s): You can Special Summon this card from your hand. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Charge Crane" once per turn.

500/1000

 

Synctricity Spark Sheep

Thunder/LIGHT/Tuner

Level 3

If your opponent controls a monster in their Extra Monster Zone, you can Special Summon this card (from your hand). If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use this effect of "Synctricity Spark Sheep" once per turn.

1200/600 

 


Synctricity Bolt Beaver

Thunder/LIGHT

Level 3

When this card is Normal Summoned or flipped face-up: You can target 1 "Synctricity" monster in your GY; Special Summon that target in Defense Position, but return it to the hand during the End Phase. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card. You can only use each effect of "Synctricity Bolt Beaver" once per turn.

1100/1600

 

Synctricity Lightning Lizard

Thunder/LIGHT

Level 4

You can target 1 "Synctricity" monster you control; Special Summon this card from your hand, and if you do, return that target to the hand. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Lightning Lizard" once per turn.

1400/1800

 

Synctricity Shocking Skunk

Thunder/LIGHT

Level 4

If this card is sent from the field to the GY: You can add 1 "Synctricity" card from your Deck to your hand, except "Synctricity Shocking Skunk". If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Shocking Skunk" once per turn.

1500/1500

 

Synctricity Zap Zebra

Thunder/LIGHT

Level 4

(Quick Effect): You can discard this card, then target 1 "Synctricity" monster you control; it gains 1000 ATK and DEF until the end of this turn. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card. You can only use each effect of "Synctricity Zap Zebra" once per turn.

1800/1000

 

Extra Deck Monsters:

 

Synctricity Volt Viper

Thunder/LIGHT/Link

Link Arrows: Up

1 LIGHT monster, except a Token

When this card is Link Summoned: You can give control of this card to your opponent in their Extra Monster Zone. Once per turn, if a monster is Normal or Special Summoned face-up to a zone this card points to: Target that monster; halve its ATK and DEF until the end of this turn.

1000/LINK-1.

 

Synctricity Thunder Tiger

Thunder/LIGHT/Synchro

Level 6

1 Tuner + 1+ non-Tuner "Synctricity" monsters

When this card is Synchro Summoned to the Extra Monster Zone: You can Special Summon 1 "Synctricity" monster from your hand in the same column as this card. Once per turn (Quick Effect): You can target 1 other "Synctricity" monster you control and 1 Spell/Trap your opponent controls; return them to the hand, also if they are in the same column, inflict 1000 damage to your opponent.

2300/2000

 


Synctricity Pulse Panther

Thunder/LIGHT/Synchro

Level 6

1 Tuner + 1+ non-Tuner "Synctricity" monsters

Gains 200 ATK and DEF for each monster in the same column and that are adjacent to this card. Once per turn: You can move this card from your Extra Monster Zone to your Main Monster Zone. If this card is in your GY: You can target 2 "Synctricity" monsters on the field; Special Summon this card from your GY, and if you do, return them to the hand.

2400/1800

 

Synctricity Electric Elephant

Thunder/LIGHT/Synchro

Level 7

1 Tuner + 1+ non-Tuner "Synctricity" monsters

Up to twice per turn: You can target 1 card your opponent controls; move it to the same column this card is in. While there there are 3 or more cards in the same column as this card, this card cannot be targeted by or destroyed by your opponent's card effects, also the first time this card would be destroyed by battle each turn, it is not destroyed.

2500/2500

 

Spells/Traps:

 

Synctricity Zone

Field Spell

Once per turn, if a "Synctricity" monster(s) is returned from the field to your hand: You can draw 1 card. Your opponent cannot activate cards and effects in response to the activation of "Synctricity" cards and effects.

 

Synctricity Strike

Quick-Play Spell

Target 1 "Synctricity" monster on the field and 1 other card in the same column as the first target; destroy them. If this card is in your GY: You can banish 1 other "Synctricity" card from your GY; add this card to your hand. You can only use each effect of "Synctricity Strike" once per turn.

 

Synctricity Rebound

Normal Trap

Target 1 "Synctricity" monster in your GY or that is banished; Special Summon it. You can banish this card from your GY, then target 1 "Synctricity" monster you control; draw 1 card, and if you do, return that target to the hand. You can only use each effect of "Synctricity Rebound" once per turn.


 


Synctricity Voltage

Normal Trap Card

Target 1 Level 4 or lower "Synctricity" monster you control; Special Summon 1 "Synctricity" monster from your hand or Deck with a different name from that target in a different zone, and if you do, return that target to the hand. If a "Synctricity" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Synctricity Voltage" per turn.


Link to comment
Share on other sites

LIGHT Thunder-type monsters? Hunder synergy says hi

 

Before I say anything else, Volt Viper is the single coolest idea I've ever seen for a Link monster that works for extra deck heavy archetypes. Nice job there.

 

At first, I thought "isn't targeting a bit specific?", but then I saw it wasn't just the opponent targeting your cards and that Volt Viper was a link 1.

 

Syntricity Rebound is also interesting, considering the ability targets in the GY and the monsters don't specify where they have to be targeted. In fact, you could have a card that says "Target 1 Syntricity monster in your deck. Send 1 other "Syntricity monster from your deck to the graveyard." It doesn't have to be that good, but deck targeting sounds like a really interesting concept your deck can explore. 

 

Nice card design. Saw your T.V. archetype as well and it was great.

Link to comment
Share on other sites

LIGHT Thunder-type monsters? Hunder synergy says hi

 

Before I say anything else, Volt Viper is the single coolest idea I've ever seen for a Link monster that works for extra deck heavy archetypes. Nice job there.

 

At first, I thought "isn't targeting a bit specific?", but then I saw it wasn't just the opponent targeting your cards and that Volt Viper was a link 1.

 

Syntricity Rebound is also interesting, considering the ability targets in the GY and the monsters don't specify where they have to be targeted. In fact, you could have a card that says "Target 1 Syntricity monster in your deck. Send 1 other "Syntricity monster from your deck to the graveyard." It doesn't have to be that good, but deck targeting sounds like a really interesting concept your deck can explore. 

 

Nice card design. Saw your T.V. archetype as well and it was great.

That's not how that effect works, it only works on the field, targeting in the Deck is not even an option. Cards must specify the Graveyard in case they activate there. This does not, so it only works on the field. That is also the intentional design.

Link to comment
Share on other sites

Syntricity Voltage is pretty great, but it is a trap so it's a tad annoying to play. However, it does work well with everything. 

 

Zap Zebra is also nice, considering it's an archetype kalut that targets your monsters for their effects.

 

Electric Elephant is ok, but shouldn't there be some kind of boss monster? Like a level 8-9 that uses a Synchro Monster, that when either player targets one of your "Syntricity" monsters, move it to another zone, and negate that effect? Which means if you or your opponent targets it you could move your Synchros out of your Extra monster zone? Idk maybe they don't need it.

Link to comment
Share on other sites

Syntricity Voltage is pretty great, but it is a trap so it's a tad annoying to play. However, it does work well with everything. 

 

Zap Zebra is also nice, considering it's an archetype kalut that targets your monsters for their effects.

 

Electric Elephant is ok, but shouldn't there be some kind of boss monster? Like a level 8-9 that uses a Synchro Monster, that when either player targets one of your "Syntricity" monsters, move it to another zone, and negate that effect? Which means if you or your opponent targets it you could move your Synchros out of your Extra monster zone? Idk maybe they don't need it.

Pulse Panther and Bolt Beaver are actually the new cards (which I assume is what you are reviewing here), as for a boss monster, I already find those to all be boss monsters, and if you need something more powerful, they don't have any Summoning restrictions, so you can always go into a higher Synchro Monster.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...