Synchro Dilemma
Synchro Dilemma

Synchro Dilemma – #LED8-EN026

You can activate 1 of the following effects;   ● Send 1 “Synchron” monster from your hand or face-up field to the GY; Special Summon 1 monster from your hand.    ● Target 1 other card you control; destroy it, and if you do, Special Summon 1 “Synchron” monster with a different original name from your hand or GY.   You can only use this effect of “Synchro Dilemma” once per turn.

Date Reviewed:  December 1st, 2021

Rating: 2.38

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,

Synchro Dilemma is more for the Synchron archetype rather than use in the Fleur archetype.

Continuous Spell that you can use one effect each turn. 1-for-1 on the first effect but from the hand instead of the deck or grave, revolving around Synchron monsters. Synchron monsters don’t gain anything though from being sent to the grave unless as part of a Synchro Summon, so this effect feels counter-productive, even with getting a different Synchron monster to the field. None of the Main Deck Synchron monsters gain effects off being Special Summoned either, once again an effect that doesn’t feel like it fits the archetype, let alone the Fleur archetype. The second 1-for-1 feels more useful, this time it opens up use of the graveyard for the Special Summon versus just the hand. The problem I’m seeing with this though is how does it help Fleur? I don’t think it really does. It may get Necro or Fleur Synchron on the field from the hand or trade it with the other, but there are more constructive ways to trigger these monster’s effects when they get destroyed. White Steed of the Floral Knights may have to have the monster on the field, but you get that attack negation with White Steed. Any generic discard or pop effect from a card could be more useful than this card, and wouldn’t likely have to sit out in the open.

Not great for the archetype.

Advanced-1.5/5      Art-3/5

Until Next Time

Crunch$G Avatar

Midweek brings us to a card that could help out the Synchron strategy a little bit: Synchro Dilemma.

Synchro Dilemma is a Continuous Spell with two effects you can choose from, but you can only do this once per turn, so you’d have to pick wisely for the effect you use to make your most optimal plays. First option lets you send a Synchron mosnter from your hand or face-up field to the graveyard to Special Summon any monster from the hand, which is nice to get around the fact you only get 1 Normal Summon a turn, and putting a Synchron in the grave isn’t the end of the world if you have ways to revive it. Other effects lets you target another card you control and destroy it to Special Summon a Synchron monster with a different original name from the destroyed card from your hand or graveyard, which is nice to get another option to revive a Tuner monster to keep summoning your Synchro monsters, plus the obvious Necro Fleur synergy needs to be mentioned here. Synchro Dilemma is an okay card, nothing outstanding. I’m sure you can find uses for this card in your Synchro strategies to help adjust your setup for making your Synchro monsters. I wouldn’t say this is staple for Synchrons, but it can come up.

Advanced Rating: 2.5/5

Art: 3/5 The dichotomy of life and death.

Dark Paladin's Avatar

Synchro Dilemma is a bit of a dilemma (or two) indeed.  Interesting aspect on this being a Continuous Magic, given what it does, and what it can cost you, but more on that in a bit.  In short:

*You can send a Synchron Monster to your Grave, from your Hand or face-up on your Field, to Special Summon a Monster from your Hand.  This has potential without a doubt.  Trade in something small and weak, ideally something you’ve already maxed out on Effect and advantage wise, and drop something big to your board.  Nothing wrong with that.

*Target and Destroy a card you control (any card, which is good) and IF you’re successful, you get to Special Summon a Synchron Monster from your Hand or Grave (so long as it has a different name than the one you destroyed, assuming you destroyed a Monster).  This Effect I don’t like as much.  I like it includes the Grave, so that could be an Extra Deck Monster you revive.  I think you’d like to ideally go for a play there, but I’m not sure.  You might have something bigger or better in your Hand.

Let’s also remember, despite being Continuous, this card is a -1 first and foremost, as you have to play this card, and you’re still giving up an additional card per chosen Effect.  If it didn’t require the discard/destruction, I’d think we had a winner here, but this seems nerfed overly for no reason.

Rating:  2.5/5

Art:  3.5/5  Light and darkness

Mighty Vee

White Steed of the Floral Knights follows up Necro Synchron, being a level 6 WIND beast. Fittingly, it fits right in with the Fleur archetype and its relatively niche type and level make it a unique monster, for better or for worse. 2400 attack and 1800 defense is a standard spread for a level 6 monster, so in an emergency it can help swing for game even if it’s just a little. Options for searching this card are very limited, since it has too much defense to be searched by Wynn the Wind Channeler, but there is an upcoming card in Brothers of Legend that searches it directly, so keep an eye on that.

You can special summon this guy for free (hard once per turn) in defense if you control a level 2 or lower monster. Clearly, you’re meant to use this with the level 2 tuners Fleur Synchron and Necro Synchron, but it will work with anything level 2 or lower, so that’s an easy level 7-8 synchro summon (or link 2 if you really needed to). In Fleur, you can instantly make Chevalier de Fleur or any other generic level 8 synchro, or boost it to level 8 and make a level 10 synchro (yes, I will continue to hype up this upcoming card). The second effect, also hard once per turn, allows you to banish it from the graveyard to negate an opponent’s attack in exchange for targeting and destroying one of your own monsters– could save you in some fringe scenarios, so it’s better than nothing. Unfortunately, the biggest weaknesses of the card are what it doesn’t do. Even with future support, you’re pretty much banking on opening both White Steed and a level 2 or lower monster. In the event that you don’t open a level 2 or lower, or it gets destroyed by the opponent, White Steed is a dead card in your hand. Still, it’s at least worth running in Fleur decks to enable your plays, though its applications in other decks are rather limited unless they have a lot of level 2 or lower monsters, like Melffy (which coincidentally supports beasts!).

Advanced: 3/5
Art: 3.5/5 The fire is kinda weird but a majestic steed nonetheless

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