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

Tuner's Scheme

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


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...


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.



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 …
Traditional: 1.5/5
Advanced: 2/5

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


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


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.




Traditional: 1/5



         Main Deck: 2.5/5

         Side Deck: 3.75/5 

Art: 4/5


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!
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Jae Kim

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

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