Pojo's Yu-Gi-Oh! news, tips, strategies and more!


Yu-Gi-Oh Home Page
Yu-Gi-Oh News
Message Board
Yugi Polls
Pojo's YuGiOh Books

Anime
Episode Guide
Character Bios
GX Character Bios

TCG Price Guide

Card Game
Card of the Day
TCG Fan Tips
Tourney Reports
Banned/Restricted List
Duelist Interviews
Top 10 Lists
Apprentice Stuff
Yu-Gi-Oh! League
Chat
Life Point Calculators

Featured Writers
General Zorpa
Dark Paladin's Dimension
Lang's School
The CapitalG Show
TheMcShake Alchemist
JAElove's Journey
Anteaus
Ryoga's Puzzles
Old Writers

Spoilers
SDY List
SDK List
SDJ Spoiler
SDP Spoiler
LOB Spoiler/List
MRD List
MRD Spoiler
MRL Spoiler
PSV Spoiler
LON Spoiler
MP1 Spoiler
LOD Spoiler
PGD Spoiler
MFC Spoiler
DCR Spoiler
IOC Spoiler
AST Spoiler
SOD Spoiler
RDS Spoiler
FET Spoiler
DB1 Spoiler
DR1 Spoiler
DR2 Spoiler
TLM Spoiler
DB2 Spoiler
CRV Spoiler
EEN Spoiler
SOI Spoiler
EOJ Spoiler
CDIP Spoiler
TAEV Spoiler
POTD Spoiler
STON Spoiler
GLAS Spoiler
PTDN Spoiler
LODT Spoiler
TDGS Spoiler
SYE List
SKE List
DP1 Spoiler, Jaiden
DP2 Spoiler, Chazz
Dragons Roar & Zombie Madness Spoilers
Blaze of Destruction & Fury from the Deep Spoilers
Warrior's Triumph Spoiler
Spellcaster's Judgment Spoiler
GX Starter Deck (YSD)
Lord of the Storm Spoiler
Invincible Fortress Starter
Dinosaurs Rage
Machine Revolt
5D's Starter Deck
Promos Spoiler
Coll. Tins Spoiler
TP1 Spoiler
TP2 Spoiler
TP3 Spoiler
TP4 Spoiler
TP5 Spoiler
TP6 Spoiler
TP7 Spoiler
TP8 Spoiler
EP1 Spoiler
Brawlermatrix Checklist
Evan T's Checklists
OCG/TCG Card Name X-Ref List
OCG/TCG X-Ref List with Passcodes

Video Games
Dark Duel Stories
Eternal Duelist Soul
Dungeon Dice Monsters
Forbidden Memories
Worldwide Edition

Dungeon Dice Monsters
DDM Starter Spoiler
DDM Dragonflame Spoiler
Otaku's DDM Database

The DungeonMaster

Board Games
Millennium Game

Other
Staff
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline

Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

This Space
For Rent

Pojo's Yu-Gi-Oh Card of the Day

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


Copyright© 1998-2010 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.