Satellite Warrior
Satellite Warrior

Satellite Warrior
– #LED6-EN023

1 Tuner + 1+ non-Tuner Synchro Monsters
If this card is Synchro Summoned: You can target cards your opponent controls, up to the number of Synchro Monsters in your GY; destroy them, and if you do, this card gains 1000 ATK for each card destroyed. If this Synchro Summoned card is destroyed: You can Special Summon up to 3 Level 8 or lower “Warrior”, “Synchron”, and/or “Stardust” Synchro Monsters with different names from your GY. You can only use each effect of “Satellite Warrior” once per turn.

Date Reviewed: 
April 3rd, 2020

Rating: 4.00

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

Reviews Below:

Crunch$G Avatar

We talked about Synchros that needed Synchros as material, and now here we are with one to end the week, Satellite Warrior.

Satellite Warrior is a Level 10 DARK Warrior Synchro with 2500 ATK and 2000 DEF. Low stats for a Level 10, but DARK is nice and Warrior makes sense given the name. The summoning requirements are any Tuner and any number of non-Tuner Synchros, it’s generic even though it needs a Synchro, but you can find generic ones for that. It doesn’t need Satellite Synchron like the old Warrior Synchros do, so that’s a plus. Upon being Synchro Summoned, you can target cards the opponent controls up to the number of Synchro Monsters in your graveyard and destroy them. You should get at least 1 card destroyed since you needed at least 1 Synchro to summon this, so free destruction is nice and this isn’t too hard to pull off. If you do destroy any cards, this card gains 1000 ATK for each card destroyed, so it gets to a respectable 3500 ATK easily and probably beyond that. I can see it getting 4500 or 5500 easily early on and late game, you can probably get this well over 10K attack. If this Synchro Summoned card is destroyed (doesn’t have to be by the opponent), you can target up to 3 Level 8 or lower Warrior, Synchron, and/or Stardust Synchros in your graveyard and Special Summon them. Being able to potentially revive 3 Synchros is a very excellent ability to have for the effort you put into this. Now realistically you’ll probably be reviving 1 or 2 if this is destroyed, and even more realistically this likely won’t be destroyed, but the option is great. You’d probably want to revive something that’d give you effects like Stardust Dragon, Accel Synchron, or Road Warrior for example. This effect is a hard once per turn, but I doubt it’ll ever come up to revive multiple Synchros like this in the same turn, so it doesn’t matter if it goes through. Satellite Warrior is a pretty good option to invest other Synchros for, so it can be worth having a copy of for its destruction and making use of Synchros that only extend plays without offering much on the field.

Advanced Rating: 4/5

Art: 4.5/5 I’m loving the color scheme and the monster looks pretty neat with it.

Dark Paladin's Avatar

Closing the week is a Synchro requiring a Synchro for a Synchro Summon (albeit not a Synchro Tuner required) so we see Stardust’s stats on a Level 10 Synchro, which immediately makes me scoff.  But given as said how we sacrifice power on Stardust for effect(s) let’s see if that’s the case here.  Dark/Warrior here, and one Synchro required along a Tuner here for Synchro Summon.

So, if Synchro Summoned, you can Target and destroy cards your opponent controls (ANY cards, any position(s) mind you) equal to the number of Synchro Monsters in your Graveyard.  Late game, that makes this thing a beast, as if you even have just a couple, you’re looking at a Warrior with 4500 attack.  He gains 1000 attack for each card destroyed.

2-3 cards destroyed is likely average, depending on stage played, of course.  Such a hefty attack increase (again, my assumption of at least 2000) could open up some OTK possibilities as well.  If this card (after having been Synchro Summoned) is destroyed, in any manner, by any player, you can Special Summon up to THREE Warrior/Synchron and/or Stardust Synchro Monsters with different names from your Graveyard.  

That’s a hell of a return, and all the more welcome given the extra original Synchro Monster required to Summon this card in the first place.  He’s destructive, his power grows, and he can potentially +2 you in Field Presence when destroyed.  A little protection would be nice, but if you can win the turn you bring him out, maybe it’s not necessary.

Rating:  4/5

Art:  4.5/5  Very robo, very human still, but the blues contrast each other, as well as the white and gold of the armor rather nicely


Satellite Warrior is an example of a card doing something simple in a big way. It destroys cards, and it gains power for doing so. It also has a powerful summoning effect when destroyed.

It has a HOPT on each of its effects, so it can’t be used for any loops. I appreciate this balance. It is easy enough to summon, though it is challenging enough to not have a home in most Extra Decks.

The art is nothing to write home about, but the design does capture the essence of “I’m a big deal”. I like when a personality that reflects what a card does and when it does it shines through.

I find that it has its most obvious usability in a Synchron deck due to the revival effect working on many Monsters that have a home there. The Monsters summoned will have to have been Synchro Summoned before being send to the GY, though, so there won’t be any Zaborg, the Mega Monarch shenanigans. There are possible combos with Zaborg and the first effect, though. I can think of a few opportunistic OTKs that could be fun to try in rogue decks.

Versatility – 2
– It doesn’t fit into many decks.
Rogue Plays – 5
– Strategies could be built around it.
Art – 3
– Nothing flashy; does the job
Balance – 5
– Nothing broken; not weak
Uniqueness – 5
– Everything about this card feels fresh.

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