The most important part of any Speedroid deck. As with the generic techs, pretty much every possible option is included here along with reasoning as to why or why it should or shouldn't be run. Also included are some brief mentions of the ratios that most Extra Decks adhere to.
Link-4 WIND Fairy/Link/Effect ? U/DL/D/DR
2+ monsters with different names, except Tokens
You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.
Provides more potential negation than practically every other setup, but if you make her you’re usually skipping out on Hagoita so your Turn 3 is worse and she can just get run over after 1 or 2 negates so there’s not much reason to run her at all.
Run 0-1
Link-2 WATER Machine/Link/Effect 1500 DL/DR
2 monsters, including a Tuner
If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main Phase or Battle Phase (Quick Effect): You can banish this card you control; Special Summon 1 Tuner Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Halqifibrax" once per turn.
Can no longer be run in any format but I'm leaving this here because a lot of people have incorrect preconceptions of it. Your only consistent way to make it is off Hound sending Dupligate or by Special Summoning Terrortop then searching and Normal Summoning a Tuner. In either case, making Halq at all locks you out of using Cork Shooter and its payoff is not as great as what you can do under the WINDlock.
Run 0
Link-2 WIND Machine/Link/Effect 1000 DL/DR
2 WIND monsters
During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 WIND monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters. You can banish 1 WIND Synchro Monster from your Extra Deck; reveal 2 "Speedroid" monsters with different names from your Deck whose total Levels equal the Level of that Synchro Monster, your opponent randomly picks 1 for you to add to your hand, and you send the other to the GY. You can only use each effect of "Hi-Speedroid Rubber Band Shooter" once per turn.
Reinforcement of the Army + Foolish Burial + Double Summon all rolled into one. The RNG from its second effect can be annoying sometimes, but it can almost always be played around. Running 1 vs 2 is an ongoing debate that can't really be answered in most formats, so try both and see what suits your playstyle.
Run 1-2
Link-3 WIND Winged Beast/Link/Effect 2400 U/DL/DR
2+ WIND monsters
Gains 2400 ATK while your opponent has no monsters in their GY. (Quick Effect): You can target 1 monster in your opponent's GY; shuffle it into the Deck. You can only use this effect of "Hraesvelgr, the Desperate Doom Eagle" once per turn.
Similar to Raptite, but serves as more of an Auroradon analog for TCG players in that it's your plan B if Rubber Band Shooter gets negated or can be extended into if you open well. Pretty solid form of interruption, and is able to activate on both players' turns unlike the aforementioned Raptite.
Run 0-1
Link-3 WIND Machine/Link/Effect 2100 L/D/DR
2+ Machine monsters
If this card is Link Summoned: You can activate this effect; Special Summon 3 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0), also you cannot Link Summon for the rest of this turn. Once per turn: You can Tribute up to 3 monsters, then apply 1 of these effects, based on the number Tributed;
● 1: Destroy 1 card on the field.
● 2: Special Summon 1 "Mecha Phantom Beast" monster from your Deck.
● 3: Add 1 Trap from your GY to your hand.
Unfortunately, this tech can no longer be used in the TCG. Nontargeting pop 1, E-Tele for O-Lion, or recur Dupligate. Fairly easy to make and can provide some neat setups as well as a Plan B if Rubber Band Shooter gets negated. Additionally, with CarTurbo’s 800 ATK boost, Auroradon and its Tokens can put out a total of 5300 damage. Overall a very nice option to have, but can get cut due to lack of space or the fact that it's no longer an ideal Turn 1 play.
Run 0-1
Rank 3 WIND Aqua/Xyz/Effect 1800/1600
2 Level 3 monsters
Once per turn: You can detach 1 material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your field.
Recycle your banished Daikos, CarTurbos, etc. Nice utility option that helps to extend and support plays. Used to be played a lot more before Synchro Storm, but now there just isn’t space to reasonably accommodate it.
Run 0-1
Rank 1 WIND Winged Beast/Xyz/Effect 0/0
2+ Level 1 monsters
Gains 200 ATK for each Xyz Material attached to it. This card can attack directly. While this card has Xyz Material, it can attack a number of times each Battle Phase, up to the number of Xyz Materials attached to it. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card; until the end of this turn, "Lyrilusc" monsters you control cannot be destroyed by battle or card effects, also you take no battle damage.
Gives you easy access to AA-Zeus, assuming you haven’t WINDlocked yourself yet (which requires a more specialized build, but is possible).
Run 0-1
Rank 1 WIND Winged Beast/Xyz/Effect 0/0
2+ Level 1 monsters
Gains 500 ATK for each material attached to it. If your opponent Special Summons a monster(s) (except during the Damage Step): You can detach 1 material from this card, then target 1 of those monsters; return it to the hand. If this card in your possession is sent to your GY by an opponent's card: You can target 1 other "Lyrilusc" monster in your GY; add it to your hand.
Potentially devastating disruption effect, but can easily be run over by a Normal Summon so it’s best when backed up with Dupligate or similar removal. It also keels over to Kashtira monsters.
Run 0-1
Rank 7 WIND Machine/Xyz/Effect 2600/2200
2 Level 7 monsters
Once per turn: You can detach 1 material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.
2 Tokens is neat, and it can be made easier with generic 7s like Unicorn, but the payoff isn't as great without Auroradon. Sees use in variants that natively field a bunch of 7s like Kashtira or Armed Dragon.
Run 0-1
Rank 3 WIND Insect/Xyz/Effect 1200/2500
2 Level 3 monsters
If the battle position of this card is changed: You can Special Summon 1 Insect monster from your hand or GY in Defense Position. When a monster on the field activates its effect: You can detach 1 material from this card, then target that monster; negate its effects, then make 1 Insect monster on the field either gain 500 DEF, or change its battle position. You can only use each effect of "Number 3: Cicada King" once per turn.
Very nice in the Battlewasp variant, since it can revive Sting for an extra negate. Rank 3 is fairly easy to access in pure, so you might find some use in it, but the Extra Deck is already really tight and there’s already easily accessible monster negates in the form of Crystal Wing, Baronne, etc.
Run 0-1
Rank 3 WIND Spellcaster/Xyz/Effect 1000/2600
2+ Level 3 monsters
Once per turn, when an opponent's monster activates its effect (Quick Effect): You can detach 2 materials from this card; the activated effect becomes "both players draw 1 card". You can target 1 other "Number" Xyz Monster you control; attach this card to it as material. (Transfer its materials to that monster.) You can only use this effect of "Number 75: Bamboozling Gossip Shadow" once per turn.
Another monster negate, is able to negate handtraps but isn’t very easy to make before comboing off and, as mentioned previously, there is a lack of Extra Deck space.
Run 0-1
Rank 3 WIND Winged Beast/Xyz/Effect 1900/1400
2 Level 3 WIND monsters
During either player's turn, when a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the activation, and if you do, destroy it. This card loses 300 ATK while it has no Xyz Materials.
One of the few S/T negates available to us. However, the others (Baronne and Crystal Clear) are usually more accessible and can be made easier in combo lines.
Run 0-1
Level 5 WIND Warrior/Fusion/Effect 2200/2400
"Aleister the Invoker" + 1 WIND monster
Once per turn (Quick Effect): You can target 1 face-up monster on the field; change it to face-down Defense Position.
An Instant Fusion target. Forces out interactions and can flip itself down to avoid destruction if you get a chance to.
Run 0-1
Level 3 WIND Machine/Synchro/Tuner/Effect 500/1000
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 this card was Synchro Summoned using only "Speedroid" monsters as material, and all the materials that were used for its Synchro Summon are in your GY, Special Summon all of them.
You can only use this effect of "Hi-Speedroid Cork Shooter" once per turn. You cannot Special Summon monsters the turn you activate this effect, except WIND monsters.
Very good card, becomes either any Synchro from Level 4 to 10 or searches disruption/extension. Running 1 is playable, but 2 makes Hound’s GY effect live and makes your followup so much better.
Run 1-2
Level 3 WIND Machine/Synchro/Tuner/Effect
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can target 1 Tuner in your GY; Special Summon it in Defense Position, but negate its effects. You can only use this effect of "Martial Metal Marcher" once per turn. A Synchro Monster that used this card as material is treated as a Tuner while face-up on the field.
A worse Cork in almost every regard. Its only practical uses are for Blazar or one specific double Crystal Wing combo for bad hands, so it's not worth running.
Run 0-1
Level 4 WIND Machine/Synchro/Effect 1300/1600
1 Tuner + 1 or more non-Tuner monsters
At the start of the Damage Step, if this card battles a Special Summoned monster: You can make this card's ATK become double its current ATK until the end of the Damage Step. Once per turn, during the End Phase, if this card is in the Graveyard because this Synchro Summoned card was sent there from the field this turn: You can target 1 "Speedroid" monster in your Graveyard, except "Hi-Speedroid Puzzle"; add it to your hand.
Mainly useful if you’re running Blazar, since 3 (Cork/Marcher) + 5 (Hagoita) + 4 (this) = 12. Outside of that, it can be used off Cork to make a Baronne and recur your Terrortop during the EP.
Run 0-1
Level 4 WIND Reptile/Synchro/Effect 2300/1000
1 Tuner + 1 or more non-Tuner monsters
If this card is sent from the Monster Zone to the Graveyard: You can target 1 face-up monster your opponent controls; equip this card from your Graveyard to that monster. That monster cannot attack, also its effects are negated. If this card leaves the field while equipped to an opponent's monster by this effect: Take control of the monster this card was equipped to.
Has some funny potential, but there’s not really any room to include it.
Run 0-1
Level 5 WIND Machine/Synchro/Effect 2000/1000
1 Tuner + 1+ non-Tuner monsters
This card can make a second attack during each Battle Phase. At the start of the Damage Step, if this card battles: It gains 200 ATK. If this card is sent to the GY: You can target 1 of your banished "Speedroid" cards; add it to your hand. You can only Special Summon "HiSpeedroid Chanbara(s)" once per turn.
Summon this and make your opponent’s LP go brrrrrrrrrrrrrrrrr. With CarTurbo’s 800 ATK boost, Chanbara + Rubber Band Shooter is exactly 8000 damage, so that’s nice. It’s very easy to summon and is one of the few ways to recycle banished resources.
Run 1-2
Level 5 WIND Machine/Synchro/Effect 2000/1000
1 Tuner + 1 or more non-Tuner monsters
During either player's turn: You can Tribute this card; increase the Levels of all monsters currently on the field by 1, until the end of this turn. If this card is in your Graveyard and you control a "Speedroid" Tuner monster: You can Special Summon this card, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Hi-Speedroid Hagoita" once per turn.
Summons itself for free every turn and enables most of the combos. Its Level modulation effect can come up sometimes, but it’s usually not that important.
Run 1
Level 6 WIND Rock/Synchro/Effect 2200/2800
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Rock monster in Defense Position, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a WIND monster is in your GY (Quick Effect): You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Adamancipator Risen - Raptite" once per turn.
The best Level 6 option to end on. May or may not be necessary depending on the format and your individual playstyle.
Run 0-1
Level 6 WIND Machine/Synchro/Effect 2200/1600
1 Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. You can only use each of the following effects of "Hi-Speedroid Kendama" once per turn.
● You can banish 1 Machine-Type monster from your Graveyard; inflict 500 damage to your opponent.
● If this card is in your Graveyard and you control no cards: You can Special Summon this card. You cannot Normal Summon/Set the turn you activate this effect.
Largely useless. It’s only practical purposes are 500 burn for going into time and being able to be modulated with Dice (but that’s not necessary about 99% of the time). Its revive effect locks you out of Normal Summoning in a Deck that uses multiple Normal Summons per turn. It’s decent enough in a very simplified gamestate, but you should have other options and really just shouldn’t be reaching those simplified gamestates in the first place.
Run 0
Level 6 WIND Warrior/Synchro/Effect 2000/1300
1 Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can draw 1 card. You can only use this effect of "Stardust Charge Warrior" once per turn. This card can attack all Special Summoned monsters your opponent controls, once each.
Draw 1 and use it as fodder for Shenshen, Baronne, etc. Alternatively, just banish it for RBS. Also randomly allows you to clear fields sometimes, which is funny.
Run 0-1
Level 6 WIND Psychic/Synchro/Effect 2400/1700
1 Tuner + 1+ non-Tuner monsters
Cannot be destroyed by battle or card effects while you have 2 or more monsters in your GY with the same original Type and Attribute, but different names. You can banish 2 monsters from your GY with the same original Type and Attribute, but different names, then target 1 card on the field; send it to the GY. You can only use this effect of "Virtual World Beast - Jiujiu" once per turn.
Probably the best Level 6 for going 2nd. Being indestructible is quite nice into generic backrow or Drident-esque cards, and it forces out or removes interactions in general.
Run 0-1
Level 7 WIND Plant/Synchro/Effect 2200/2500
1 Tuner + 1+ non-Tuner monsters
During your Main Phase, you can Normal Summon 1 Insect or Plant monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When a monster(s) is destroyed by a battle involving your Insect or Plant monster and sent to the GY: You can target 1 of those destroyed monsters; inflict damage to your opponent equal to half the ATK it had on the field, then you gain LP equal to the damage inflicted. You can only use this effect of "Circle of the Fairies" once per turn.
Not terrible if you're running a Battlewasp engine or variant, as it either serves as an extender or banish fodder for RBS.
Run 0-1
Level 7 WIND Dragon/Pendulum/Synchro/Effect 2500/2000 Scale 4
Pendulum Effect: You can send 1 face-up "Speedroid" Tuner and 1 face-up non-Tuner monster you control to the GY, whose total Levels equal 7; Special Summon this card from your Pendulum Zone. You can only use this effect of "Clear Wing Fast Dragon" once per turn.
Monster Effect: 1 Tuner + 1+ non-Tuner WIND monsters
(Quick Effect): You can target 1 face-up monster your opponent controls that was Special Summoned from the Extra Deck; until the end of this turn, change its ATK to 0, also negate that face-up monster's effects. You can only use this effect of "Clear Wing Fast Dragon" once per turn. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
Fairly decent as disruption. Can also be used to ladder into things like Crystal Clear and can be Summoned off Rider. If it gets destroyed, you can place it in your Scale and Summon it again, but Rubber Band Shooter and Rider can both make use of it while it’s face-up in the Extra Deck so it’s not a terrible loss if it gets removed otherwise.
Run 0-1
Level 7 WIND Dragon/Synchro/Effect 2500/2000
1 Tuner + 1+ non-Tuner monsters
Once per turn, when another Level 5 or higher monster activates its effect on the field (Quick Effect): You can negate the activation, and if you do, destroy it. Once per turn, when a monster effect is activated that targets 1 Level 5 or higher monster on the field (and no other cards) (Quick Effect): You can negate the activation, and if you do, destroy it. If this card's effect destroys a monster, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn.
Outclassed in most ways by Fast Dragon. It does have potential usage with Rider as a Turn 1 endboard piece since it’s one of the only decent targets, but Rider as a Turn 1 endboard piece is itself suboptimal.
Run 0-1
Level 7 WIND Fairy/Synchro/Effect 2100/2600
1 Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can declare 1 Attribute; this card gains this effect.
● All face-up monsters on the field become the declared Attribute.
You can target 1 monster in your opponent's Main Monster Zone; your opponent must send 1 card in its adjacent Monster Zone or Spell & Trap Zone to the GY. You can only use each effect of “Maple Maiden" once per turn.
Has usage as a float target for Rider, as it combos well with Gozen Match and can potentially interfere with your opponent on its own. Now that Gozen is limited, this will come up a lot less.
Run 0-1
Level 7 WIND Cyberse/Synchro/Effect 2300/1500
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can destroy Spells/Traps your opponent controls, up to the number of "@Ignister" monsters you control. If another card(s) you control is destroyed by battle or an opponent's card effect, while this card is on the field or in the GY: You can banish this card, then target 1 card your opponent controls; shuffle it into the Deck. You can only use each effect of "Wind Pegasus @Ignister" once per turn.
Its backrow pop effect can be useful depending on your matchup, and its GY effect is great. You can potentially “loop” it by returning it to the GY over and over with Shenshen, but you probably won’t ever do this more than once.
Run 0-1
Level 8 WIND Dragon/Synchro/Effect 2500/2000
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.
If we had a good Level 2 Tuner, it could make Baronne easier, but unfortunately the only thing this is realistically summoning is REDice. The quick Synchro effect has interesting possibilities, but having to run OG Stardust makes it a costly investment.
Run 0-1
Level 8 WIND Insect/Synchro/Effect 2800/2000
1 Tuner + 1+ non-Tuner monsters
If this card was Synchro Summoned using a Synchro Monster as material, it can make a second attack during each Battle Phase. You can only use each of the following effects of "Battlewasp - Hama the Conquering Bow" once per turn.
● When this card inflicts battle damage to your opponent: You can make all monsters your opponent currently controls lose 1000 ATK/DEF.
● At the end of your Battle Phase, if your opponent has not taken any battle damage this Phase: You can inflict 300 damage to your opponent for each "Battlewasp" monster in your GY.
Makes OTKs even more ridiculously easy, but the fact that they already are easy without this makes it hard to justify.
Run 0-1
Level 8 WIND Dragon/Synchro/Effect 3000/2500
1 Tuner + 1+ non-Tuner Synchro Monsters
Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.
The main boss monster of the deck. Very easy to summon and provides a decent amount of pressure.
Run 1-2
Level 8 WIND Winged Beast/Synchro/Effect 2600/1400
1 Tuner + 1+ non-Tuner monsters
For this card's Synchro Summon, you can treat 1 "Harpie" monster you control as a Tuner. This card's name becomes "Harpie Lady" while on the field or in the GY. When a Spell/Trap Card or effect is activated (except during the Damage Step) (Quick Effect): You can target 1 monster your opponent controls or 1 "Harpie" monster you control; return it to the hand. You can only use this effect of "Cyber Slash Harpie Lady" once per turn.
Kind of gimmicky, but can be funny in tandem with Dupligate and can help into certain matchups.
Run 0-1
Level 8 WIND Machine/Synchro/Effect 3000/2800
1 WIND Machine Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can activate 1 of these effects.
● Destroy all other cards on the field.
● Negate the effects of all face-up cards your opponent currently controls.
If this card in your possession is sent to your GY by an opponent's card: You can add 1 "Speedroid" monster from your Deck to your hand. You can only use each effect of "Hi-Speedroid Kitedrake" once per turn.
Absolutely fucked.
Run 1-2
Level 8 WIND Dragon/Synchro/Effect 2500/2000
1 Tuner + 1+ non-Tuner monsters
When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.
Not a terrible tech, but as stated several times before there just isn’t room to fit everything. Basically only for Accel plays.
Run 0-1
Level 8 WIND Spellcaster/Synchro/Effect 2800/2400
1 Tuner + 1+ non-Tuner WIND monsters
If this card is Synchro Summoned: You can target 1 "Windwitch" monster in your GY; inflict damage to your opponent equal to half its ATK. You can only use this effect of "Windwitch - Diamond Bell" once per turn. Once per turn, if your opponent takes battle or effect damage: You can target 1 card on the field; destroy it. If you control this card that was Synchro Summoned using only "Windwitch" monsters as material, you can use this effect up to twice per turn.
Better in a more Windwitch-focused build, but a pop is pretty decent anywhere. Its problem is not having a consistent way to trigger on demand.
Run 0-1
Level 9 WIND Thunder/Synchro/Effect 2500/1500
1 Tuner + 2 or more non-Tuner monsters
If this card is Synchro Summoned: Target up to 3 cards your opponent controls; return those targets to the hand.
Cool form of removal, but needing 3 materials is annoying.
Run 0-1
Level 9 WIND Beast/Synchro/Effect 2500/0
1 Tuner + 1+ non-Tuner monsters
You can only control 1 "Stellar Wind Wolfrayet". Gains 300 ATK each time another monster's effect is activated, while the ATK of this card is less than 4000. Once per turn, if this card's ATK is 4000 or higher (Quick Effect): You can shuffle both this card and all monsters your opponent controls into the Deck.
Puts a mediocre amount of pressure on your opponent by itself, but really shines when you can raise its ATK on your own and complement it with some other endboard pieces.
Run 0-1
Level 9 WIND Psychic/Synchro/Effect 2800/2400
1 Tuner + 1+ non-Tuner monsters
Any card sent from the field to the GY is banished instead. You can only use each of the following effects of "Virtual World Kyubi - Shenshen" once per turn. When your monster declares an attack: You can return 1 banished monster to the owner's GY. During your Main Phase, except the turn this card was sent to the GY: You can banish 2 other monsters from your GY with different original Types and Attributes from each other; Special Summon this card from your GY.
Can be good against some decks but a lot of things can play through it. Recurring itself every turn is pretty neat, and it has a very nice form of recycling.
Run 0-1
Level 10 WIND Warrior/Synchro/Effect 3000/2400
1 Tuner + 1+ non-Tuner monsters
Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use this effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.
Generic omni-negate that can also pop a card is good. Only being able to negate once while face-up is mitigated by tagging out during the Standby Phase, which also puts pressure on your opponent to remove it so you don’t get more resources from it. If you're forced to use the negate during turn 1, it's not the end of the world because you can just tag out in SP on turn 2 and revive Top or Piper to search followup/more interaction.
Run 1-2
Level 10WIND Dragon/Synchro/Effect 3000/2500
1 Tuner Synchro Monster + 1 non-Tuner "Clear Wing" monster
Once per turn, when your opponent activates a monster effect (except during the Damage Step) (Quick Effect): You can activate this effect; until the end of this turn, this card gains ATK equal to that opponent's monster's original ATK, also this card is unaffected by your opponent's activated monster effects. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can add 1 WIND monster from your Deck to your hand.
Decent boss monster, it’s fairly hard to remove so it often guarantees you another turn at which point all your GY effects like Hound and Recovery will be live so you can hopefully come back. Low investment with Cork, so it can be a nice option to fall back on if you get handtrapped, but its main problem is needing a Clear Wing as material, which makes it more resource-intensive than other bosses.
Run 0-1
Level 10 WIND Warrior/Synchro/Effect 3000/2500
1 Tuner Synchro Monster + 1 or more non-Tuner Synchro Monsters
During either player's turn, if your opponent would Special Summon a monster(s): You can Tribute this card; negate the Summon, and if you do, destroy that monster(s). During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your Graveyard. If this card is destroyed by battle, or if this face-up card you control leaves the field because of an opponent's card effect: You can Special Summon 1 Level 8 or lower "Warrior" Synchro Monster from your Extra Deck. (This Special Summon is treated as a Synchro Summon.)
Another not terrible option. Recurs itself and floats into a draw 1 when removed, but just usually isn't worth it over Baronne or Crystal Clear.
Run 0-1
Level 11 WIND Machine/Synchro/Effect 3500/2000
1 WIND Tuner + 1 non-Tuner WIND Synchro Monster
Once per turn: You can roll a six-sided die and shuffle WIND monsters from your GY into the Deck up to the result, then you can destroy cards your opponent controls up to the number shuffled, and if you do, this card gains 500 ATK for each card destroyed by this effect, until the end of this turn. During your opponent's Main Phase (Quick Effect): You can Tribute this Synchro Summoned card; Special Summon up to 2 Level 7 WIND Synchro Monsters with different names from your Extra Deck.
Recycling power is nice for refilling your Extra Deck, and the field wipe is very good too. Being Level 11 means you can use Kitedrake to negate the opponent’s field, then make this and blow everything up. You can use it as a Turn 1 endboard piece if you want, but there aren’t many decent targets for its floating effect besides the two Clear Wings or Maple Maiden if you’re running Gozen Match. As a Turn 2+ boardbreaker and OTK tool, it really shines, but often isn't necessary.
Run 0-1
Level 12 WIND Dragon/Synchro/Effect 4000/4000
1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters Must be Synchro Summoned. (Quick Effect): You can banish this card until the End Phase to activate 1 of these effects;
● When your opponent activates a card or effect: Negate the activation, and if you do, destroy that card.
● When your opponent would Summon a monster(s): Negate the Summon, and if you do, destroy that monster(s).
● When an opponent's monster declares an attack: Negate the attack, then end the Battle Phase.
Pretty nice boss monster, very hard to out since it banishes and returns for cost. However, it requires additional Extra Deck slots and takes up a fair amount of resources to make - resources that could almost always be used to make more than 1 disruption.
Run 0-1