Hi-Speedroid Cork Shooter
Hi-Speedroid Cork Shooter

Hi-Speedroid Cork Shooter – #LED8-EN004

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can activate 1 of these effects;
● Add 1 “Speedroid” Spell/Trap from your Deck to your hand.
● If all materials that were used for the Synchro Summon of this card were “Speedroid” monsters, and are all in your GY, Special Summon all of them.
You cannot Special Summon monsters the turn you activate this effect, except WIND monsters. You can only use this effect of “Hi-Speedroid Cork Shooter” once per turn.

Date Reviewed:  November 17th, 2021

Rating: 3.82

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Hi-Speedroid Cork Shooter is one of those monsters Hound could summon, but is meant to try and help you out on all fronts.

Level 3 Synchro may seem tougher to summon, but not in a Speedroid archetype. Made easier with cards like Dupligate and Fuki-Modoshi Piper, Cork Shooter can either add an archetype Spell/Trap to your hand or Special Summon all the Speedroids used to summon it. The first effect has only two targets currently, so this effect doesn’t matter too much. You’d much rather get up to three monsters back from your grave back onto the field, effects not negated, and be able to continue Synchro Summoning or Xyz/Link Summon with them. Yes, you need the Synchro materials to all be Speedroids and they have to be in your grave when using this effect, but that’s small potatoes when you could summon up to three monsters and continue to Extra Deck Summon. What doesn’t help is that this Synchro is a Level 3 and the only Level 2 monsters in the Speedroid archetype are Pendulum Monsters and would go face-up into the Extra Deck. This is where manipulating the levels of higher level Speedroids helps to make this more consistent and then get these monsters back. Locking into WIND monsters isn’t a restriction at all in this archetype, but with Cork Shooter being generic for materials it prevents anyone else from really benefiting from a Synchro Summon of it.

You won’t be searching unless there’s more Spell/Trap support for Speedroids. Make sure you use only Speedroids and you’ll be Synchro Summoning again for free, and activating any effects your monsters may get upon the Special Summon. You may have to shuffle some levels around, but that’s what the archetype can do.

Advanced-3.5/5     Art-4/5

Until Next Time

Crunch$G Avatar

Kinda shocked we haven’t had a Synchro Tuner for this archetype until now, but here’s Hi-Speedroid Cork Shooter.

Cork Shooter is a Level 3 WIND Machine Tuner with 500 ATK and DEF. Basically same opinion here as Ultra Hound, but being a Tuner is nice for Synchros. Generic summoning materials of any Tuner and any number of non-Tuners, most likely just 1 since this is only a Level 3 monster. Upon Synchro Summon, you get one of two effects. First one lets you search a Speedroid Spell or Trap, which we got 2 of right now and a 3rd on the way. This is fine to use if you can’t use the second effect, where this revives every monster you used as Synchro Material if you only used Speedroids to summon it and they’re all in grave, which is 100% what you’ll use if able to make bigger Synchros in a heartbeat. Red-Eyed Dice helps summon this and also being revived off this will make those bigger Synchros the easiest to summon. The only downside to using either effect here is being locked to summoning only WIND Monsters for turn you used this effect, which while I do say WIND is one of the worse Attributes, they do have good Synchros. You also got the hard once per turn, which is standard. Cork Shooter is pretty outstanding for the Speedroid archetype for making some really big Synchros. The lone Synchro Tuner in the archetype does not disappoint.

Advanced Rating: 4/5

Art: 4/5 Pew! Pew!

Dark Paladin's Avatar

Hi-Speedroid Cork Shooter brings us to midweek and it’s a smaller Synchro Monster.  Wind/Machine, Level 3, also a Tuner, and needs 1 Tuner and 1+ non-Tuners to be Synchro Summoned.  500 atk/1000 def isn’t doing anything for you, but this guy isn’t meant to be attacking or defending anyway.  It’s fun to see Synchro Monsters as combo cards (which has and still hasn’t taken in this game) but for this Deck, it works well.  You get your choice of 2 Effects upon the Synchro Summon of this card:

You net a Theme Magic/Trap from your Deck to your Hand-a norm in most of these things anymore, but it’s still a welcome ability attached.  Being a Tuner, you very likely should be using this card to Synchro up, ideally the Turn this hits the Field, which brings us to the next Effect:

You can Special Summon all the cards you used to Synchro Summon this card, so long as the Material were Speedroid Monsters.  So that SHOULD, leave you with at least 6 stars on the Field, and you’re likely playing for 7 (wink).  It’s a combo card, small and fast, and should always immediately lead up to the big boy(s).  There’s nothing wrong with that, it works as well as you play into it.

Rating:  4/5

Art:  4.5/5  This is awesome.   

Mighty Vee

After hyping it up for 2 days, we reach Hi-Speedroid Cork Shooter, a level 3 WIND machine synchro tuner monster. The requirements are completely generic, so technically any tuner and non-tuners that make level 3 synchros will work, but we’ll get into why you’ll want to only use WIND monsters later. Speedroids can easily make this with the Ultra Hound + Duplicate combo, or simply by using Speedroid Red-Eyed Dice and making another Speedroid level 2. 500 attack and 1000 defense are horrendous, but that’s to be expected for a level 3 tuner; you won’t be battling with this guy anyway.

Cork Shooter’s effect activates upon summon, and on top of being a hard once per turn, it’s a retroactive lock on WIND monsters, so you can’t summon non-WIND monsters before or after activating this effect (thankfully, this restriction is irrelevant if you’re playing Speedroids). You choose between one of two effects: searching a Speedroid spell or trap, or reviving the materials you used for its synchro summon. The first effect can be used as extension by searching Speedroid Scratch, or as disruption by searching Dupligate, so that’s good. The other effect is solely for extending, as at the bare minimum it’ll lead to a level 6 Synchro. Sadly, this won’t work with the Ultra Hound combo, but if you revive a Red-Eyed Dice (which isn’t once per turn!) you can potentially make a level 10 WIND synchro monster, most notably the recent juggernaut Baronne de Fleur. But if you’re dead-set on sticking to the Speedroid family, there’s another level 10 WIND synchro we’ll get to later this week. Overall a solid and versatile Speedroid card, most of your combos nowadays will probably use this.

Advanced: 3.75/5
Art: 4/5 The old censorship board at Konami TCG would probably have a stroke.

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