So, Synchro Monsters! Yu-Gi-Oh has a special component to it called the Extra Deck. This is a collection of up to 15 cards that functions as something of a second hand. These monsters can’t be summoned normally, but can be summoned if certain conditions are met. Initially the Extra Deck was just for Fusion Monsters, summoned through the spell card Polymerization.1 But starting in 2008, alongside the then-new Yu-Gi-Oh 5D’s anime they introduced the Synchro Monster. (Later on, also as tie-ins to new Yu-Gi-Oh animes, we would get Xyz, Pendulum, and Link Monsters. Those are stories for later days, as none of them existed during Edison format) Synchro Monsters are summoned through the use of Tuner monsters, which are simply monsters that have the “Tuner” designation printed on them. In general, you Synchro Summon a monster by using exactly 1 Tuner, plus 1 or more non-Tuner monsters. You add the levels of all your synchro materials, and then if they exactly equal the level of the monster you’re trying to summon you send the materials to the Graveyard and summon your monster.2
There are Synchro Monsters with more complex requirements, calling for specific kinds of Tuner or non-Tuner monsters, but many are generic. Back in 2010 there were only so many Synchro Monsters in existence, and so a collection of the best generic Synchro monsters became something of a staple. If you played a Tuner, or even cards that could theoretically give you access to a Tuner (such as Brain Control, which can steal your opponent’s monsters), you would run Synchro Monsters in your Extra Deck, and likely all of the ones we’re about to see. So let’s get into it!
Level 4

There’s just one level 4 Synchro Monster in Edison format, and with the exception of a single hard-to-summon level 33 it’s the lowest level Synchro Monster in the format. It’s mostly a staple for that reason, giving you an option if all you can make is level 4, but the card’s not completely useless. You’ll use its equip ability on occasion, and sometimes even to perform a tricky wincon with fellow Synchro Monster Colossal Fighter. I’ll explain that one when it’s his turn.
Level 5


We have two level 5 options here. Catastor is an excellent card, an out to almost any non-DARK monster. It’s the kind of card that can take over a game, though given the prevalence of DARK decks Catastor doesn’t always have a window to come in. That’s where Magical Android comes in, offering 200 more ATK in exchange for fighting fair. The Life Point gain is also sometimes important, bringing a player low on life back from the brink so they can absorb more hits.
Level 6


We have two level 6 staples, both powerhouses. Goyo Guardian has higher ATK than most monsters in the format, and can quickly snowball if left unanswered for even a single battle phase. Brionac is a flexible answer to almost any card in the game, and is especially useful for clearing an opponent’s field to open them up for a series of lethal direct attacks. Both of these cards are limited in Edison, and both would later wind up banned. Even later on, both would receive errata to nerf them into acceptability, a true shame in my opinion. Better to be banned than sanded down.4
There are other generic level 6 synchros that see play, but today we’re just looking at the stone cold staples. They’ll have their day, don’t worry.
Level 7


Black Rose is also limited, and for good reason. It’s the ultimate escape hatch for a boardstate that is quickly spiraling away from you, letting you reset back to 0. Because of this effect Black Rose rarely actually sticks around on the field, but its not unheard of, especially in decks that play Plant monsters. Ancient Fairy Dragon’s staple status is a bit borderline, honestly. The 3000 booty is situationally useful, and I’m sure the special summon effect comes up sometimes. (I have never ever seen it, in any format, but it’s not terrible on paper, I’m sure someone’s put it to good use at least once). Ancient Fairy would go on to become much more powerful over the years, as Field Spells became a ubiquitous design paradigm. Basically every archetype got its own super powerful Field Spell, making our gal so useful that she’d even spend some time banned. But here in 2010 she’s still biding her time.
Level 8




Level 8 got far more love than any other in the early days of Synchro monsters; all 4 of these cards were from the very first set of the Synchro era!5 Stardust, Thought-Ruler, and Colossal Fighter form a trinity of sorts, each one being immune to a different kind of removal. Stardust Dragon can negate effects that destroy, Thought Ruler Archfiend can negate effects that specifically target him (or any other Psychic, technically), and Colossal Fighter can special summon itself if destroyed by battle, granting it de facto immunity from battle. When you can make a level 8 you therefore have to make a judgment call on which of those three you feel is most likely to break your board. None of them covers all common options on their own, so it’s a fun tension.
Red Dragon Archfiend is borderline staple, and isn’t immune to shit. But with 3000 ATK it’s bigger than almost everything else in the format, and can quickly clear an opponent’s board if they’ve been turtling. It’s the card covered today that gets cut most often, though.
Also, the Armory Arm/Colossal Fighter interaction I mentioned! So, Armory Arm can equip itself to any monster, granting it 1000 extra ATK. If the equipped monster destroys another monster by battle, Armory Arm deals damage to your opponent equal to the destroyed monster’s ATK. Now, you can equip Armory Arm to an opponent’s monster if you wish. It will gain 1000 ATK. However, you still control Armory Arm itself, not your opponent. So if that monster destroys another by battle, your opponent takes the effect damage, not you. Combine that with Colossal Fighter, who comes back whenever it’s destroyed by battle, and you can do a mean loop. Equip Armory Arm to an opponent’s monster with more than 1800 ATK6 and then attack it with your Colossal Fighter. You’ll take some chip damage from the battle, and then your opponent takes 28007 damage from Armory Arm’s effect, and then you summon back your Colossal Fighter and do it all over again. Your opponent will die to burn damage well before you die to battle damage.
Okay that was a lot, we’re almost done.
Level 9

Our only generic Level 9, and the highest level generic in Edison. Mist Wurm comes up sometimes, serving as a Brionac understudy for occasions where you don’t have any extra cards in hand for Brionac’s cost. You’ll also notice that Mist Wurm needs at least 2 non-Tuner monsters, rather than the standard 1. This is a common convention for level 9+ Synchro monsters, though certainly not universal.
And we’re done! We have plenty of more situational Synchros we could talk about, but let’s save that for later. We’ll get back to engine talk as we look at Zombies.

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