Archetypal Cards

A list of all the maindeck Speedroid and Speedroid support cards. The quality on these ranges wildly, mostly due to several of them being direct adaptations from the anime, but overall there's a decent amount of solid cards with a number of others being playable as fringe techs.

Speedroid Block-n-Roll

Level 4 WIND Machine/Effect 1000/1800

If this card is sent to the GY as Synchro Material: You can Special Summon 1 "Speedroid Token" (Machine/WIND/ATK 0/DEF 0) with a Level equal to the original Level of the Synchro Monster that used this card as material. You can only use this effect of "Speedroid Block-n-Roll" once per turn.

Has a neat effect, but it's not easy to get on the field. The most consistent way to do so is Speedlift, but that’s a suboptimal card in itself. Only has a 3/6 chance of being able to be pulled off Wheel, and 1/6 you’re going -1 to do so. Essentially, it's not worth the effort to try and make it work.

Run 0

Speedroid CarTurbo

Level 3 WIND Machine/Tuner/Effect 800/1200

If you control a WIND monster: You can Special Summon this card from your hand, also you cannot activate monster effects for the rest of this turn, except WIND monsters. You can banish this card and 1 "Speedroid" monster from your GY; all WIND monsters you currently control gain 800 ATK until the end of this turn. You can only use each effect of "Speedroid CarTurbo" once per turn.

Great extender, is Tuner with a good Level, helps enable OTKs. Very nice all around.

Run 2-3

Speedroid Den-Den Daiko Duke

Level 3 WIND Machine/Tuner/Effect 1000/1000

You can banish this card from your Graveyard; Special Summon 1 "Speedroid" Tuner monster from your hand or Graveyard, except "Speedroid Den-Den Daiko Duke". You can only use this effect of "Speedroid Den-Den Daiko Duke" once per turn. 

Extends, kind of. Not great to draw, but makes good discard fodder. Running 2 is generally agreed to be the “best” ratio, as it gives you good Turn 3+ plays while boosting your Turn 1 and minimizing your chances of opening it, but running 1 isn’t terrible if you have some extra ways to recycle it. 

Run 1-3

Speedroid Dominobutterfly

Level 2 WIND Machine/Pendulum/Tuner/Effect 100/300 Scale 8

Pendulum Effect: You cannot Pendulum Summon monsters, except WIND monsters. This effect cannot be negated. You can discard 1 WIND monster, then target 1 of your banished WIND monsters; add it to your hand. You can only use this effect of "Speedroid Dominobutterfly" once per turn.
Monster Effect: Cannot be used as a Synchro Material, except for the Synchro Summon of a WIND Dragon or Machine-Type Synchro Monster. If this card, Special Summoned from the Extra Deck, is used as a Material for a Synchro Summon, banish it. 

OK for grind games, but you shouldn’t be going into grind much due to the ease with which this deck can close out games. Being able to recycle any banished WIND is pretty good, but needing a WIND discard to do so is annoying. All in all, very mediocre and unnecessary. 

Run 0

Speedroid Double Yoyo

Level 4 WIND Machine/Effect 1400/1400

When this card is Normal Summoned: You can target 1 Level 3 or lower "Speedroid" monster in your Graveyard; Special Summon it. 

Often one of the main targets to reveal off Rubber Band Shooter, and gets searched early in several Unicorn combo lines. Running more than 1 is possible, and it’s nice to draw later in the game, but opening it in your starting hand can be annoying as it doesn’t do anything by itself.

Run 1-2

Speedroid Fuki-Modoshi Piper

Level 4 WIND Machine/Tuner/Effect 1000/1000

If this card is Normal or Special Summoned: You can excavate cards from the top of your Deck equal to the number of other WIND monsters you control, add 1 excavated card to your hand, also place the rest on the bottom of your Deck in any order. You can banish this card from your GY, then target 1 Level 3 or higher WIND monster you control; reduce its Level by 2. You can only use each effect of "Speedroid Fuki-Modoshi Piper" once per turn.

The amount of usage you'll get out of it really depends on your style of play, but the excavation is often very nice to have in general. Opens up more midrange-y Shenshen and Baronne combo lines, and its Level modulation can be useful. Also one of the few easily accessible ways to replenish any lost hand advantage.

Run 0-1

Speedroid Gum Prize

Level 1 WIND Machine/Tuner/Effect 0/800

During the Battle Phase, if you take battle or effect damage: You can Special Summon this card from your hand. During either player's Battle Phase in which this card was Special Summoned by its effect, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only WIND monsters you control, including this card. If this card is sent to the Graveyard as a Synchro Material: You can send the top card of your Deck to the Graveyard, and if the sent card was a "Speedroid" monster, the Synchro Monster that used this card as Synchro Material gains 1000 ATK. 

Doesn’t really do anything. Could be a search target off Crystal Clear, but if you want to prevent an OTK you could just search Menko instead; and if you’re going to get OTKed you probably won’t have any other materials to be able to use this effectively. 

Run 0

Speedroid Hexasaucer

Level 4 WIND Machine/Pendulum/Effect 100/1600 Scale 6

Pendulum Effect: You can target 1 of your WIND Synchro Monsters that is banished or in your GY; return it to the Extra Deck. You can only use this effect of "Speedroid Hexasaucer" once per turn.
Monster Effect: Both players take any battle damage from attacks involving this card. Any battle damage from battles involving this card is halved. If this card is destroyed in the Pendulum Zone: You can Special Summon 1 face-up "Speedroid" Pendulum Monster from your Extra Deck. 

No discard cost, as opposed to Dominobutterfly, but can only recycle Synchros. Also not a particularly good card.

Run 0

Speedroid Horse Stilts

Level 4 WIND Machine/Effect 1100/1100

When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Speedroid" monster from your hand. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 WIND monster from your Deck to the Graveyard. You can only use this effect of "Speedroid Horse Stilts" once per turn. 

Incredibly inefficient as a primary NS and as a tool to make Rubber Band Shooter; Ultra Hound, Marble Machine, and even Terrortop are much better Normal Summons. The only real thing this has going for it is its GY effect, which can be used to send a Daiko for followup, but that really doesn't outweigh the negatives.

Run 0

Speedroid Maliciousmagnet

Level 1 WIND Machine/Tuner/Effect 0/0

Cannot be used as Synchro Material except for a Synchro Summon by its own effect. During your Main Phase, if this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster using only this card you control and that monster. You can only use this effect of "Speedroid Maliciousmagnet" once per turn. 

Can be run as a second Level 1 target for Wheel, but running a 2nd Level 1 at all is suboptimal. Can make Turn 2+ a bit easier depending on your matchup, but sucks to draw. Works best in a dedicated blind 2nd build that utilizes Kaijus to ensure your opponent has good Levels on their field. 

Run 0-1

Speedroid Marble Machine

Level 2 WIND Machine/Pendulum/Effect 200/100 Scale 1

Pendulum Effect: Once per turn, when your Defense Position monster is targeted for an attack: You can change it to face-up Attack Position, also it cannot be destroyed by battle this turn (even if this card leaves the field).
Monster Effect: When this card is Normal Summoned: You can activate this effect; add 1 "Speedroid" monster from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Speedroid Marble Machine" once per turn. 

Good Normal Summon. If you have concerns about space and are running other normals then you can drop it to 2, as 5 primary Normal Summons is optimal in a 40 card deck. You may be noticing a pattern with all the deck's Pendulum Scale effects being garbage.

Run 2-3

Speedroid Menko

Level 4 WIND Machine/Effect 100/2000

When an opponent's monster declares a direct attack while this card is in your hand: You can Special Summon this card in Attack Position, and if you do, change all face-up monsters your opponent controls to Defense Position. 

Funny to search off Crystal Clear, but at that point they almost certainly have disruption to prevent you from using this. Shares all the usual problems with battle tricks.

Run 0

Speedroid Ohajikid

Level 3 WIND Machine/Effect 1000/200

When this card is Normal Summoned: You can target 1 Tuner monster in either player's Graveyard; Special Summon it to your side of the field, and if you do, immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster, using that monster and this card only. 

A strictly worse Yoyo in almost every regard; there most likely won’t be anything this can revive that Yoyo can’t and you can’t use Dice’s effect to change Levels. 

Run 0

Speedroid Pachingo-kart

Level 4 WIND Machine/Effect 1800/1000

Once per turn: You can discard 1 Machine-Type monster, then target 1 monster on the field; destroy it. 

Why would you ever run this?

Run 0

Speedroid Passinglider

Level 5 WIND Machine/Pendulum/Effect 2200/2000

Pendulum Effect: Once per turn: You can send 1 "Speedroid" Tuner from your hand or face-up from your field to the GY; increase or reduce (min. 1) this card's Pendulum Scale by the original Level of the sent monster until the end of this turn.
Monster Effect: If there are no monsters on the field, you can Special Summon this card (from your hand). You can only Special Summon "Speedroid Passinglider" once per turn this way. When this card is Tribute Summoned: You can target 1 Level 4 or lower "Speedroid" monster in your GY; Special Summon it. Your opponent's monsters cannot target "Speedroid" monsters for attacks, except this one. 

Requiring no monsters on the field at all makes it dead going 2nd, it conflicts with Terrortop and Unicorn, there’s better Level 5 extenders that can be run, its scale effect only ever comes up as a horrid way to unbrick yourself. Not a good card.

Run 0

Speedroid Razorang

Level 4 WIND Machine/Effect 2000/0

Cannot attack the turn it is Normal Summoned. Once per turn: You can target 1 face-up monster on the field; change this card to Defense Position, and if you do, that target loses 800 ATK until the end of this turn. 

This has no right to exist.

Run 0

Speedroid Red-Eyed Dice

Level 1 WIND Machine/Tuner/Effect 100/100

When this card is Normal or Special Summoned: You can target 1 "Speedroid" monster you control, except "Speedroid Red-Eyed Dice", and declare a Level from 1 to 6; it becomes that Level until the end of this turn. 

Enables everything. Without this, you have no real options to make Cork Shooter, and usually won’t be able to make many good plays unless you opened great or are running a variant that doesn't use Cork. Running 2 is a whole topic that gets covered over in Discussions but tl;dr the math doesn't support it.

Run 1

Speedroid Rubberband Plane

Level 5 WIND Machine/Effect 1800/0

If a monster is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Speedroid Rubberband Plane" once per turn. If this card is Normal or Special Summoned: You can target 1 face-up monster on the field; it loses 600 ATK until the end of this turn. 

An inferior extender; doesn’t do anything by itself, needs to be triggered. Being searchable is nice for some hands, but if you want a Level 5 extender there's better generic options. 

Run 0-1

Speedroid Skull Marbles

Level 7 WIND Machine/Effect 0/3000

Once per turn, during the Standby Phase, if your opponent controls a face-up monster that was Special Summoned from the Extra Deck: You can Special Summon this card from your hand. Cannot be destroyed by battle with a Normal Summoned/Set monster. Your opponent takes any battle damage you would have taken from battles involving this card. You can only use this effect of "Speedroid Skull Marbles" once per turn. If you control a face-up monster that is not a "Speedroid" monster, destroy this card. 

Doesn’t really serve any purpose. Maybe it could see some usage in a blind 2nd build with the reverse damage, but the fact that it blows itself up as soon as you do basically anything is a huge downside. 

Run 0

Speedroid Taketomborg

Level 3 WIND Machine/Effect 600/1200

If you control a WIND monster, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Speedroid" Tuner monster from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only Special Summon "Speedroid Taketomborg(s)" once per turn. 

Free summon that also Lonefires into any Tuner from Deck. This should be an obvious 3-of, considering that Synchro decks need Tuners to make Synchro plays and the only Tuner we have that summons itself is CarTurbo. 

Run 3

Speedroid Terrortop

Level 3 WIND Machine/Effect 1200/600

If you control no monsters, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can add 1 "Speedroid" monster from your Deck to your hand, except "Speedroid Terrortop". You can only use this effect of "Speedroid Terrortop" once per turn. 

The best starter in the deck. Cleans your house and does your taxes. Praise the fickle Konami gods for bringing it back to 2.

Run 2

Speedroid Tri-Eyed Dice

Level 3 WIND Machine/Tuner/Effect 300/1500

During your opponent's turn: You can banish this card from your Graveyard; negate the next attack this turn from a monster your opponent controls (this is a Quick Effect). 

One of the most mediocre cards ever. Not worth running with Simorgh Sovereignty banned, as there’s not many monsters that you’d run a brick to protect besides a Barrier Statue. 

Run 0

Speedroid Ultra Hound

Level 3 WIND Machine/Effect 800/800

When this card is Normal Summoned: You can send 1 "Speedroid" card from your Deck to the GY. If this card is in your GY, except the turn it was sent there: You can banish this card, then target 1 "Speedroid" monster in your GY; shuffle it into the Deck, and if you do, Special Summon 1 "Speedroid" Synchro Monster from your Extra Deck with the same Level but a different name, but negate its effects. You can only use this effect of "Speedroid Ultra Hound" once per turn. 

Another very good Normal Summon. Quite versatile, being able to send things like Dupligate to make it a 1-card Rubber Band Shooter or Cork Shooter, or Daiko for a Tuner revive. Its GY effect is amazing, enabling Hagoita without committing any other resources. 

Run 2-3

Hi-Speed Re-Level

Normal Spell

Banish 1 "Speedroid" monster from your Graveyard, then target 1 Synchro Monster you control; until the end of this turn, change its Level to the banished monster's Level, and it gains ATK equal to that monster's Level x 500. 

This is completely unnecessary. Between CarTurbo, Chanbara, and Rider, there’s very little problems with getting damage on the board, and its Level change is completely overshadowed by Red-Eyed Dice. 

Run 0

Shock Surprise

Normal Spell

Banish up to 2 "Speedroid" monsters from your Graveyard, then target that many cards on the field; destroy them. 

Isn’t searchable, isn’t live until after you’ve already started playing, and removes resources. 

Run 0

Speed Recovery

Normal Spell

Target 1 "Speedroid" monster in your Graveyard; Special Summon it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Speedroid" monster in your Graveyard; add it to your hand. 

Very good card in a vacuum; non-OPT reborn that gives you more advantage the next turn. However, Turn 1 it’s not the best extender into most handtraps, so you can elect to run other superior extenders in its place. This gets elaborated on in Discussions if you're interested.

Run 0-3

Speedlift

Quick-Play Spell

If you control exactly 1 Tuner and no other monsters: Special Summon 1 Level 4 or lower "Speedroid" monster from your Deck. Neither player can activate cards or effects when that monster is Special Summoned. 

Requires you to either open terribly, start playing in a suboptimal manner, or route all your lines into Cork Shooter turbo. There are better, actually consistent extenders that you can run. 

Run 0

Speedroid Scratch

Normal Spell

Send 1 "Speedroid" card from your hand to the GY; add 1 "Speedroid" monster from your Deck to your hand. You can only activate 1 "Speedroid Scratch" per turn. 

A worse sidegrade to Wynn the Wind Channeler and Small World. Will almost always have a narrower range of discards and search targets than the other targets. The Discussion Topics section covers the pros and cons of each of the three in detail.

Run 0-3

Speedroid Wheel

Quick-Play Spell

Discard 1 card; roll a six-sided die and Special Summon up to 2 "Speedroid" monsters from your hand and/or Deck whose total Levels equal the result, but negate their effects. If you did not Special Summon, you lose LP equal to the result x 500. You can only activate 1 "Speedroid Wheel" per turn. 

Discard to e-tele. It's not a horrible card, but eating more hand resources and introducing more rng make it a mildly contentious pick. 

Run 0-3

Dice Roll Battle

Normal Trap

When an opponent's monster declares an attack: Target 1 "Speedroid" monster in your Graveyard; banish both it and 1 "Speedroid" Tuner monster in your hand, and if you do, Special Summon from your Extra Deck, 1 Synchro Monster whose Level equals the total original Levels of those 2 monsters. During your opponent's Battle Step: You can banish this card from your Graveyard, then target 1 face-up Attack Position Synchro Monster on each side of the field; make that face-up Attack Position monster your opponent controls attack that monster you control, and perform damage calculation. 

Useless. Has to stay on field until BP, have to keep a Tuner in hand, have to have a correct Synchro. Doesn’t even perform a proper Synchro Summon to trigger Kitedrake. 

Run 0

Re-dyce-cle

Normal Trap

Target 1 "Speedroid" Tuner monster in your Graveyard; Special Summon it, but its effects are negated, also roll a six-sided die, and its Level becomes the result until the end of this turn. You can banish this card from your Graveyard; immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster, using monsters you control including a "Speedroid" Tuner monster. 

Its on-field effect is horrible. The GY effect is playable, as it allows you to Kitedrake your opponent during their turn, but that’s basically outclassed by Synchro Transmission. 

Run 0

Speedroid Dupligate

Normal Trap

Banish 1 WIND monster from your GY, then target 1 card your opponent controls; return it to the hand. During your Main Phase, if this card is in your GY: You can target 1 "Speedroid" monster you control; reduce its Level by 1, and if you do, Special Summon this card as a Normal Monster (Machine/Tuner/WIND/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap.) You can only use this effect of "Speedroid Dupligate" once per Duel. 

Very good disruption piece; searchable through Cork Shooter and provides a better board into things like DRNM or Raigeki. Its GY effect being OPD can be annoying, but having it at all is amazing. Turns Ultra Hound into a 1-card Rubber Band Shooter or Cork Shooter, and opens up quite a few possibilities with its Level modulation. 

Run 1-3