Generic Techs

A complete list of every possible generic tech you could run, including all the bad ones and why you shouldn't run those.

Ancient Warriors - Loyal Guan Yun

Level 7 WIND Beast-Warrior/Effect 2500/1800

If only your opponent controls a monster: You can Special Summon this card from your hand. Your opponent cannot target other "Ancient Warriors" monsters you control with card effects. If your opponent controls more monsters than you do: You can target 1 monster your opponent controls; destroy it. You can only use this effect of "Ancient Warriors - Loyal Guan Yun" once per turn. 

Similar to Pankratops, but stays on board and can be used to make Baronne or Kitedrake. Worth noting its self-Summoning effect isn’t once per turn, so it can sometimes bait out non-destroying negates and thus remove more things. An option to run in blind 2nd builds, but nowadays we have more powerful generics. 

Run 0-3

Cockadoodledoo

Level 5 WIND Winged Beast/Tuner/Effect 1600/200

If there are no monsters on the field, you can Special Summon this card (from your hand) as a Level 3 monster. If your opponent controls a monster and you control no cards, you can Special Summon this card (from your hand) as a Level 4 monster. If this face-up card would leave the field, banish it instead. 

A free Winged Beast monster. Conflicts with all the other empty board cards, but it provides a nice boost to the Symphonic variant. 

Run 0-3

Crusadia Draco

Level 4 WIND Dragon/Effect 600/2000

You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon "Crusadia Draco" once per turn this way. If this card is Normal or Special Summoned to a zone a Link Monster points to: You can target 1 "Crusadia" card in your GY, except "Crusadia Draco"; add it to your hand. You can only use this effect of "Crusadia Draco" once per turn. 

An inferior extender since it isn’t live until you make Rubber Band Shooter, at which point it probably won’t do much to help. 

Run 0

Dynatherium

Level 4 WIND Beast/Effect 1600/600

You can Special Summon this card (from your hand). You can only Special Summon "Dynatherium" once per turn this way. When Summoned this way: Your opponent can target 1 Level 4 monster in either player's Graveyard; they Special Summon that target to their side of the field. 

The most free extender you can possibly run in the deck, but its Level makes it less versatile than other options. While its drawback may seem terrible, it doesn’t come up that often, especially if you intend to go 1st. 

Run 0-3

Fairyant the Circular Sorcerer

Level 3 WIND Insect/Tuner/Effect 800/1500

If there is an Insect and/or Plant monster in either GY, you can Special Summon this card (from your hand). You can only Special Summon "Fairyant the Circular Sorcerer" once per turn this way. If this card you control is used as Synchro Material for an Insect or Plant monster, you can treat it as a non-Tuner. 

Not really worth it, even in a more Insect-focused variant; the deck already has a plethora of inferior extenders to choose from. 

Run 0

Garuda the Wind Spirit

Level 4 WIND Winged Beast/Effect 1600/1200

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 WIND monster in your Graveyard. During your opponent's End Phase, you can select 1 faceup monster your opponent controls, and change its battle position. 

Requires you to have a WIND in your GY in order to use it, and takes those resources out of your GY so you can’t easily use them later. There’s better alternatives. 

Run 0

Ghost Fairy Elfobia

Level 3 WIND Psychic/Effect 900/500

Once per turn: You can reveal 1 WIND monster in your hand; until the end of your opponent's next Main Phase 1, monsters with a Level higher than the revealed monster cannot activate their effects.

There is no reason whatsoever to run this. It’s double-sided, so any endboard pieces you make will be useless during MP1. It only stops things with a Level, so Link and Xyz Monsters are unaffected. You need to reveal something low in order for it to have any impact, and the lowest Level monsters you’ll have in hand at the end of the turn are most likely handtraps so it’s also unreliable. All this in addition to the fact that your opponent can just go to MP2 and play like normal. 

Run 0

Gigathunder Giclops

Level 4 WIND Thunder/Pendulum/Tuner/Effect 1400/1700

Pendulum Effect: Once per turn: You can target 1 Pendulum Monster you control and 1 monster your opponent controls; change their battle positions.
Monster Effect: If this card, Special Summoned from the Extra Deck, is used as Synchro Material, banish it. If this card is Normal Summoned: You can change its battle position. You can only use each of the following effects of "Gigathunder Giclops" once per turn. If the battle position of this card is changed: You can target 1 face-up Spell/Trap on the field; destroy it. If this card is destroyed in the Pendulum Zone: You can return 1 card from your Pendulum Zone to the hand. 

Can remove floodgates at the cost of your NS. Scale 5 can open up Pendulum Summon possibilities with Marble, and if you manage to destroy it (with Baronne, for example) it can bounce Marble back to your hand. Is it worth the deck space? Maybe in incredibly specific formats, but generally no. 

Run 0

Gizmek Makami, the Ferocious Fanged Fortress

Level 6 WIND Machine/Effect 2150/2150

While 6 or more of your cards are banished, you can Normal Summon this card without Tributing. You can only use each of the following effects of "Gizmek Makami, the Ferocious Fanged Fortress" once per turn. If this card is Normal or Special Summoned: You can discard 1 monster; add 1 monster whose ATK equals its own DEF from your Deck to your hand, except "Gizmek Makami, the Ferocious Fanged Fortress". If this card in the Monster Zone is destroyed: You can shuffle 6 of your banished cards into the Deck. 

Weirdly interesting tech option. Isn’t good to draw early on, but it gives you an insane grind game. Due to the fact that this deck can easily close out games with things like Chanbara, Rider, and CarTurbo, it’s not really necessary. 

Run 0

Guardian Eatos

Level 8 WIND Fairy/Effect 2500/2000

If you have no monsters in your GY, you can Special Summon this card (from your hand). You can send 1 of your Equip Spells equipped to this card to the GY, then target up to 3 monsters in your opponent's GY; banish those targets, and if you do, this card gains 500 ATK for each monster banished by this effect, until the end of this turn. 

Will only ever be live on your first turn, and isn’t even guaranteed to be summonable if you go 2nd due to the existence of handtraps. Every turn after that, it will be useless. It also has a really awkward Level. There’s no reason to run this over some other extender. 

Run 0

Gusto Griffin

Level 2 WIND Winged Beast 800/300

If this card is sent from the hand to your Graveyard: You can Special Summon 1 "Gusto" monster from your Deck. You can only use the effect of "Gusto Griffin" once per turn. 

Turns your various discard outlets into advantage generators. The only problem with this is the fact that you can only run so many discarders (about 15 at the most) and you won’t be drawing this all the time (in a 40 card deck, you’ll only see a 3-of about every 1/3 games). There will be times where you open Griffin without any discard outlets, and you’ll be opening a lot of discard outlets without Griffin; it's not really worth building around. 

Run 0

Harpie's Pet Dragon - Fearsome Fire Blast

Level 7 WIND Dragon/Effect 2000/2500

Monsters cannot target Level 6 or lower "Harpie" monsters for attacks. You can only use each of the following effects of "Harpie's Pet Dragon - Fearsome Fire Blast" once per turn. If you control a Level 6 or lower WIND monster: You can Special Summon this card from your hand in Defense Position. If this card is sent from the field to the GY: You can send 1 WIND Winged Beast monster from your Deck to the GY. 

An easy extender to make use of and has a nice Level for making Baronne or Kitedrake. Unfortunately, there aren’t really any decent targets for its second effect. The main argument against it is that it forces you to commit resources (often a NS) before summoning Baronne, whereas the other Lv7s are "empty board" extenders that truly allow you to insulate all of your plays.

Run 0-3

Hop Ear Squadron

Level 2 WIND Beast/Tuner/Effect 300/600

During your opponent's Main Phase (Quick Effect): You can target 1 face-up monster you control; Special Summon this card from your hand, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only this card you control and that target. You can only use this effect of "Hop Ear Squadron" once per turn. 

Can make use of leftover resources you weren’t able to previously. However, this doesn’t happen very often, so your best option is usually to do something like making Baronne with a used Crystal Wing. It’s kind of neat, but you could just run a better extender to make your boards more consistently. Note that this cannot make Kitedrake, as that requires a Machine Tuner.

Run 0-3

Kashtira Unicorn

Level 7 WIND Psychic/Effect 2500/2100

If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, OR if your opponent activates a monster effect: You can look at your opponent's Extra Deck and banish 1 monster from it face-down.

One of the best options the deck has. Its effect to summon doesn't activate, it has a great Level, it has two useful effects on top of that, it really is just the dream card. Sometimes it even murders decks that can't (or simply choose not to) run multiples of their key ED cards. Running a Kash engine with Birth is generally preferable to just Unicorn, but it's still a good card either way.

Run 0-3

Lightning, Dragon Ruler of Drafts

Level 3 WIND Dragon/Effect 500/1800

You can discard this card and 1 Dragon or WIND monster; Special Summon 1 "Tempest, Dragon Ruler of Storms" from your Deck, but it cannot attack this turn. You can only use this effect of "Lightning, Dragon Ruler of Drafts" once per turn. 

Summons Tempest from Deck and provides free banish fodder for Tempest itself. Needing a discard can be annoying and Tempest itself in 2024 is not particularly great. 

Run 0-3

Link Infra-Flier

Level 2 WIND Cyberse/Effect 0/1800

You can Special Summon this card (from your hand) to your zone a Link Monster points to. You can only Special Summon "Link InfraFlier" once per turn this way. 

Has the same problem as Crusadia Draco where it’s only live after you’ve already made Rubber Band Shooter. Just run something else that you don’t have to wait to use. 

Run 0

Lyrilusc - Turquoise Warbler

Level 1 WIND Winged Beast/Effect 100/100

If you control no monsters, you can Special Summon this card (from your hand). If this card is Special Summoned from the hand: You can Special Summon 1 "Lyrilusc" monster from your hand or Graveyard. You can only use this effect of "Lyrilusc - Turquoise Warbler" once per turn. 

Kind of like a smaller version of Cockadoodledoo. As empty board extenders go, it's not great.

Run 0-3

Mecha Phantom Beast O-Lion

Level 2 WIND Machine/Tuner/Effect 600/1000

While you control a Token, this card cannot be destroyed by battle or card effects. If this card is sent to the GY: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast O-Lion" once per turn. You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 "Mecha Phantom Beast" monster from your hand. 

Only worth considering for Master Duel, since Auroradon is banned in the TCG. Even there, however, it's not really worth running because the opportunity cost is too high - you can end on stronger boards if you don't make the MPB package your main gameplan. 

Run 0-2

Mecha Phantom Beast Tetherwolf

Level 4 WIND Machine/Effect 1700/1200

If this card is Normal Summoned: Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per battle, during the Damage Step, when this card battles an opponent's monster (Quick Effect): You can Tribute 1 Token; this card gains 800 ATK, until the end of this turn. 

Another option for a Normal Summon. A 1-card Rubber Band Shooter that can beat over some problem monsters like Winda. Provides the Kashtira variant with a Normal Summonable Level 7 that also spawns a token, so it's pretty cool there, and can also be used as a Level 7 summon off Auroradon in Master Duel. 

Run 0-3

Nemeses Corridor

Level 4 WIND Thunder/Effect 1900/600

You can target 1 of your banished monsters, except "Nemeses Corridor"; Special Summon this card from your hand, and if you do, shuffle that target into the Deck. You can target 1 of your banished "Nemeses" monsters, except "Nemeses Corridor"; add it to your hand. You can only use each effect of "Nemeses Corridor" once per turn. 

Since you practically never banish any monsters (Small World doesn’t work since face-down cards don’t have any properties) until after getting to Rubber Band Shooter, this is another inferior extender. Its recycling power can be nice, though. 

Run 0-3

Noble Knight's Shield-Bearer

Level 4 LIGHT Warrior/Effect 800/1300

If this card is Normal or Special Summoned: You can banish 1 LIGHT monster from your GY; draw 1 card. You can banish this card from your hand or field; add 1 Level 6 or lower WIND Beast monster from your Deck to your hand. You can only use 1 "Noble Knight's Shield-Bearer" effect per turn, and only once that turn. 

Searches extenders like Dynatherium, Hop Ear Squadron, Red Hared Hasty Horse, and White Steed of the Floral Knights if you want more copies of any of those. 

Run 0-3

Parallel eXceed

Level 8 WIND Cyberse/Effect 2000/2000

If this card is Special Summoned by the effect of "Parallel eXceed", its Level becomes 4 and its original ATK/DEF become halved. You can only use each of the following effects of "Parallel eXceed" once per turn.
● If you Link Summon: You can Special Summon this card from your hand to your zone that Link Monster points to.
● If this card is Normal or Special Summoned: You can Special Summon 1 "Parallel eXceed" from your Deck. 

Refer back to Crusadia Draco and Link Infra-Flier. If we were ever to get a usable WIND Link-1, then maybe this would have use, but for now it's not really worth. Enabling Rank 4 plays is funny but there aren't many good WIND ones and the Extra Deck's already more than tight enough.

Run 0-3

Pilica, Descendant of Gusto

Level 3 WIND Psychic/Effect 1000/1500

When this card is Normal or Special Summoned: You can target 1 WIND Tuner monster in your Graveyard; Special Summon that target in face-up Defense Position. Its effects are negated. If you activated this effect, you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Pilica, Descendant of Gusto" once per turn. 

A good summon off of Emergency Teleport, and provides very nice extension. Can also be run as a primary Normal Summon with Windwitches, but outside of that she's not great to NS. 

Run 0-1

Primitive Butterfly

Level 5 WIND Insect/Effect 1200/900

If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can increase the Levels of all Insect-Type monsters you currently control by 1. 

Another empty board extender, this time a Level 5 with a modulation effect. 5 is nice for quickly making Kitedrake when going 2nd, and 6 opens up an early Baronne line, but every empty board extender not named Unicorn suffers from powercreep. 

Run 0-3

Reborn Tengu

Level 4 WIND Beast-Warrior/Effect 1700/600

If this face-up card leaves the field: Special Summon 1 "Reborn Tengu" from your Deck. 

Has some potential for the future if they ever release a WIND Link-1 for some ungodly reason, but requires multiple extenders to make full use of so it’s not good currently. 

Run 0

Red Hared Hasty Horse

Level 5 WIND Beast/Effect 2000/1800

If there is a column with no cards, you can Special Summon this card (from your hand) in Attack Position to your zone in that column. You can only Special Summon "Red Hared Hasty Horse" once per turn this way. If another card is placed in this card's column: Destroy this card. Once per turn: You can halve this card's original ATK for the rest of this turn, and if you do, it can attack directly this turn. 

Probably the second-most “free” extender you can run, after Dynatherium. Having an empty column on field is no problem at all going 1st and there’s almost always one available going 2nd. Level 5 means it makes for a very easy Kitedrake play, so it's one of the better generic extenders. 

Run 0-3

Revolution Synchron

Level 3 EARTH Machine/Tuner/Effect 900/1400

If you would Synchro Summon a "Power Tool" Synchro Monster, or a Level 7 or 8 Dragon Synchro Monster, this card in your hand can also be used as material. You can only use this effect of "Revolution Synchron" once per turn. If this card is in your GY and you control a Level 7 or higher Synchro Monster: You can send the top card of your Deck to the GY, and if you do, Special Summon this card, but its Level becomes 1. You can only use this effect of "Revolution Synchron" once per Duel.

One of the few non-WIND monsters that can be considered for play. This one's interesting because it lets you make Crystal 1 summon earlier than you would normally, which means you can open up several more Nibiru-safe lines. Its second effect does lock you out of Cork, so it would be restricted to a Turn 3+ play. It also has plenty of possible copies with Tuning and On Your Mark, Get Set, Duel!, so it could be made into a full engine; however, this can lead to conflicts with other engines such as Kashtira, so it has to be evaluated based on everything else available.

Run 0-3

Slower Swallow

Level 1 WIND Winged Beast/Effect 100/100

If 2 or more monsters with the same Level are on the field, you can Special Summon this card (from your hand). You can only Special Summon "Slower Swallow" once per turn this way. You can Tribute this card; draw 2 cards instead of 1 for your normal draw during your next Draw Phase. 

Another winmore extender in most builds, since it requires you to either open certain cards or start your combo uninterrupted. Could be of some use in a Lyrilusc variant, since there’s a lot of Level 1s already, but that's about it

Run 0

Tempest, Dragon Ruler of Storms

Level 7 WIND Dragon/Effect 2400/2200

You can discard this card and 1 WIND monster to the GY; add 1 Dragon monster from your Deck to your hand. You can banish a total of 2 WIND and/or Dragon monsters from your hand and/or GY; Special Summon this card from your hand or GY. During your opponent's End Phase, if you control this Special Summoned card: Return it to the hand. If this card is banished: You can add 1 WIND Dragon monster from your Deck to your hand. You can only use 1 "Tempest, Dragon Ruler of Storms" effect per turn, and only once that turn. 

Decent discard fodder. Best when summoned off Lightning since it then summons itself back through its own effect to essentially act as a double extender. Level 7 is nice, allowing for easy Baronne and Kitedrake access. If you run some more WIND Dragons, you can banish this off Dupligate and search something like Miradora. However, repeated use of this will empty your GY very fast. 

Run 0-1

Tenyi Spirit - Nahata

Level 4 WIND Wyrm/Effect 800/1000

If you control no Effect Monsters: You can Special Summon this card from your hand. When an attack is declared involving your face-up non-Effect Monster and an opponent's face-up monster: You can banish this card from your hand or GY; that opponent's monster loses 1500 ATK until the end of this turn. You can only use each effect of "Tenyi Spirit - Nahata" once per turn. 

Another empty board card. Also provides some extra utility with Ready Fusion (if you so choose to run it) and MPB Tokens, and is Normal Summonable if you really need to. 

Run 0-3

The Tricky

Level 5 WIND Spellcaster/Effect 2000/1200

You can Special Summon this card (from your hand) by discarding 1 card. 

Generic Level 5 summon. Needing a discard is not great since we already have a lot of (better) cards that reduce our hand size, so there's really no reason to run this, especially when you consider the other options. 

Run 0

Virtual World Hime - Nyannyan

Level 3 WIND Psychic/Effect 1500/1500

If a Level 3 monster(s) is Normal or Special Summoned to your field while this card is in your GY (except during the Damage Step): You can Special Summon this card as a Tuner, but banish it when it leaves the field, also for the rest of this turn, you can only Special Summon Level/Rank 3 or higher monsters. If this card is banished: You can target 1 of your other banished cards; shuffle it into the Deck. You can only use each effect of "Virtual World Hime - Nyannyan" once per turn. 

Summonable off Emergency Teleport and then becomes a double extender. Very nice discard fodder, capable of SEGOCing Terrortop and Cork Shooter, provides a lot of grind when coupled with Shenshen and/or Leviair. Does lock you out of summoning Red-Eyed Dice, so you have to be careful when you use it, but other than that it’s quite solid. 

Run 0-1

Wandering Gryphon Rider

Level 7 WIND Winged Beast/Effect 2000/2800

During the Main Phase, if you control no monsters, or you control "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. When a card or effect is activated while you control "Adventurer Token" (Quick Effect): You can shuffle this card into the Deck, and if you do, negate the activation, and if you do that, destroy that card. You can only use each effect of "Wandering Gryphon Rider" once per turn. 

Yet another empty board card. It isn’t worth running the full Adventurer engine since it prevents you from using Marble/Hound/Yoyo, but this works nicely as a standalone extender to enable early Baronne before committing more resources. Again, empty board extenders not named Unicorn are outclassed these days.

Run 0-3

White Steed of the Floral Knights

Level 6 WIND Beast/Effect 2400/1800

If you control a Level 2 or lower monster, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "White Steed of the Floral Knights" once per turn this way. When an opponent's monster declares an attack: You can banish this card from your GY, then target 1 card you control; negate the attack, and if you do, destroy the targeted card. You can only use this effect of "White Steed of the Floral Knights" once per turn. 

Essentially a strictly inferior version of Harpie’s Pet Dragon – Fearsome Fire Blast. Has a worse Level and a much more noticeable restriction. Its attack negation effect won’t come up often enough to warrant running it. 

Run 0

Windwitch - Snow Bell

Level 1 WIND Spellcaster/Tuner/Effect 100/100

If you control 2 or more WIND monsters, and no non-WIND monsters: You can Special Summon this card from your hand. A WIND Synchro Monster that was Summoned using this card as Synchro Material cannot be destroyed by your opponent's card effects. 

Winmore, since you need 2 WINDs in order to use it, but providing destruction protection can be neat. 

Run 0-3

Wynn the Wind Channeler

Level 5 WIND Spellcaster/Effect 1850/1500

(This card is always treated as a "Charmer" card.) You can discard this card and 1 other WIND monster; add 1 WIND monster with 1500 or less DEF from your Deck to your hand, except "Wynn the Wind Channeler", also you cannot activate monster effects for the rest of this turn, except WIND monsters. When a WIND monster you control is destroyed by battle while this card is in your hand: You can Special Summon this card. You can only use each effect of "Wynn the Wind Channeler" once per turn. 

Searches practically every monster in the deck by discarding almost anything else. Quite nice, but Small World and Speedroid Scratch also exist; this is covered in more detail within the Discussion Topics section.

Run 0-3

Arrive in Light

Continuous Spell

When this card is activated: Place 1 Level 1 Dragon monster from your hand or Deck on top of the Deck. Neither player can return "Stardust Dragon", or a Synchro Monster that lists "Stardust Dragon" in its text, from the field to the Extra Deck. If a Synchro Monster(s) is Special Summoned (except during the Damage Step): You can apply 1 of these effects, but you cannot apply that same effect of "Arrive in Light" again this turn. ● Draw 1 card. ● Special Summon 1 Tuner from your hand. 

Is winmore since you need to be able to Synchro Summon to make use of it, and it requires running a Level 1 Dragon. This is probably World Chalice Guardragon since by the time you’ve made a Synchro the odds are good you’ve been WIND-locked in some way or another so Converging Wills Dragon isn’t a very viable option. 

Run 0

Burning Soul

Quick-Play Spell

If you control a Level 8 or higher Synchro Monster: Add 1 card from your GY to your hand, except "Burning Soul", then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn after this card resolves, your opponent cannot target Synchro Monsters on the field with card effects. You can only activate 1 "Burning Soul" per turn. 

Provides a way to make disruptive Synchros like Kitedrake during your opponent’s turn or to dodge handtraps like Veiler or Impermanence, but you have to control a Level 8+ Synchro already so it’s reliant on you being able to combo off and thus winmore. 

Run 0

Duelist Genesis

Normal Spell

If you have a Tuner on your field or in your GY: Add 1 "Synchro" Spell/Trap from your Deck to your hand. You can only activate 1 "Duelist Genesis" per turn

Has some neat targets, but none of them are really stellar at the moment. Should be kept in mind for the future.

Run 0-3

Emergency Teleport

Quick-Play Spell

Special Summon 1 Level 3 or lower Psychic monster from your hand or Deck, but banish it during the End Phase of this turn. 

Summon Nyannyan for extra grind or Pilica for more immediate power. Either way, you’re getting 2 bodies off 1 card. Nice extender and can also summon from hand so your targets are bricks instead of garnets. 

Run 0-3

Foolish Burial

Normal Spell

Send 1 monster from your Deck to the GY. 

Gives you access to Daiko, Nyannyan, or similar cards that want to be in the GY. When you draw this, you’ll often wish you had something better. 

Run 0-1

Foolish Burial Goods

Normal Spell

Send 1 Spell/Trap from your Deck to the GY. You can only activate 1 "Foolish Burial Goods" per turn. 

Send Dupligate for an extender, Re-dyce-cle for a quick Synchro into Kitedrake, Machina Overdrive for recycling power, Synchro Transmission for some alternative recycling capabilities, or some other cards. Very versatile but overall weak.

Run 0-3

Instant Fusion

Normal Spell

Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn. 

Free extender, but requires an Extra Deck slot in a deck that already has near-negative Extra Deck space. 

Run 0-1

Iron Call

Normal Spell

If you control a Machine monster: Target 1 Level 4 or lower Machine monster in your GY; Special Summon that target, but its effects are negated, also destroy it during the End Phase. 

Another, more restrictive Reborn Spell. Not much reason to run this when we have Recovery, regular Reborn, etc. 

Run 0

Limit Overdrive

Quick-Play Spell

Return 1 Tuner Synchro Monster and 1 non-Tuner Synchro Monster you control to the Extra Deck; Special Summon 1 Synchro Monster from your Extra Deck that has a Level equal to the combined Levels the 2 monsters had on the field, ignoring its Summoning conditions. You can only activate 1 "Limit Overdrive" per turn. 

Allows you to summon non-WIND boss monsters regardless of their materials. However, you have to hard-draw this unsearchable card and find space to fit a target for it. 

Run 0-3

One for One

Normal Spell

Send 1 monster from your hand to the GY; Special Summon 1 Level 1 monster from your hand or Deck. 

Summons a Red-Eyed Dice, or maybe a Snow Bell if you’re feeling daring. Does free up your Taketomborg to summon Daiko or Piper, but takes another card from hand plus it’s not really necessary. 

Run 0

Pinpoint Landing

Continuous Spell

If exactly 1 monster is Special Summoned, from the hand to your field: You can draw 1 card. You can only use this effect of "Pinpoint Landing" once per turn. During your End Phase, if you have not drawn a card by this effect this turn, send this card to the GY. 

Winmore, but to a lesser degree than most of the others. Works if you have any free summon in hand like Terrortop, Taketomborg, CarTurbo, etc, but isn’t guaranteed to be live if you don’t draw one since any Normal Summon you draw isn’t guaranteed to resolve and get you to an extender. Easily triggerable Turn 3 and onwards if it survives, but that's not really worth considering. 

Run 0

Ready Fusion

Normal Spell

Pay 1000 LP; Special Summon 1 Level 6 or lower non-Effect Fusion Monster from your Extra Deck, but it cannot attack, also destroy it during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Ready Fusion" per turn. 

Same as Instant Fusion.

Run 0-3

Small World

Normal Spell

Reveal 1 monster in your hand and show 1 monster in your Deck with its same Type, Attribute, Level, ATK, or DEF (exactly 1 of these), and if you do, banish the revealed monster face-down, then add 1 monster from your Deck to your hand with the same Type, Attribute, Level, ATK, or DEF (exactly 1 of these) as the shown monster, and if you do, banish the shown monster face-down. You can only activate 1 "Small World" per turn. 

Searches practically any monster (usually Terrortop or Unicorn, but sometimes handtraps) off practically any other monster, depending on what midpoint(s) you run. Almost every pathway is naturally filled by your generics, so there isn’t really any deckbuilding cost to this, plus it doesn't go -2 for cost. As mentioned earlier, the Wynn vs Scratch vs Small World debate is elaborated upon in detail in the Discussion Topics page.

Run 0-3

Summon Storm

Normal Spell

Pay 800 LP; Special Summon 1 Level 6 or lower WIND monster from your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 Level 4 or lower WIND monster from your hand. You can only use this effect of "Summon Storm" once per turn. 

Completely unnecessary. All your Speedroids either want to be Normal Summoned or can Special Summon themselves, except for the ones you don’t want to draw like Daiko and Red-Eyed Dice. Any other WINDs you should be running are similar: you never want to summon Wynn or something off this, and your extenders should be extenders. Running a bad card to make bad hands better is not the solution; you can just run a good extender that accomplishes more all of the time. 

Run 0

Swordsoul Punishment

Normal Spell

If you control a Synchro Monster: Target 1 card on the field or in either GY; banish it. If your opponent controls a Ritual, Fusion, Synchro, Xyz, or Link Monster: You can banish 1 Synchro Monster from your GY; add this card from the GY to your hand. You can only use each effect of "Swordsoul Punishment" once per turn. 

It's neat but just kind of pales in comparison to other generics

Run 0

Synchro World

Field Spell

Each time a monster(s) is Synchro Summoned, place 2 Signal Counters on this card. You can remove 4, 7, or 10 Signal Counters from your field to activate 1 of these effects;
● 4: Increase or reduce the Level of 1 face-up monster you control by 1.
● 7: Special Summon 1 Tuner from your GY.
● 10: Special Summon 1 Synchro Monster from your GY.
If this card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Crimson Dragon" from your Extra Deck. 

Also winmore but has some nice applications if you can combo off

Run 0

Time-Tearing Morganite

Normal Spell

Apply these effects for the rest of this Duel.
● You cannot activate monster effects in the hand.
● Draw 2 cards instead of 1 for your normal draw during your Draw Phase.
● You can conduct up to 2 Normal Summons/Sets each turn, not just 1.
You can banish this card from your GY and discard 1 "Time-Rending Morganite"; this turn, your opponent cannot activate monster effects when you Normal Summon a monster. 

While it may seem decent enough at first glance, it doesn't provide enough in the way of benefits to be worth running. You would have to build around it by running no handtraps and less CarTurbo, which already puts you at a large disadvantage. The draw 2 comes too late to be of any real use, and SR already has a good turn 3 without running this. Another extra Normal Summon is cool, but it's just not really necessary to run something like this in order to get it - run the Symphonic engine if you really want, or just use the extra NS the deck already has in engine. Its GY effect isn't bad but will realistically barely ever come up.

Run 0

Transmodify

Normal Spell

Send 1 face-up monster you control to the GY; Special Summon from your Deck, 1 monster with the same Type and Attribute as that monster in the GY, but 1 Level higher. You can only activate 1 "Transmodify" per turn. 

Can summon funny WIND Machines like Spell Canceller. Can’t send Marble to summon Top since Pendulums can’t go to the GY for cost, so that rules out most in-archetype interactions since it checks the monster’s Level in the GY so you can’t use Red-Eyed Dice to ‘cheat’ it 

Run 0

Gravity Collapse

Counter Trap

When your opponent would Summon a monster(s): Send 1 face-up Synchro Monster you control to the GY; negate the Summon, and if you do, destroy that monster, and your opponent cannot Summon a monster until the end of this turn. 

A very powerful card, but only works going 1st and requires you to be able to play in order to utilize it. Potentially Side Deck-worthy. 

Run 0-3

Mannadium Reframing

Counter Trap

When a Spell/Trap Card, or monster effect, is activated while you control a Synchro Monster: Negate the activation, then if you have "Visas Starfrost", or a monster with 1500 ATK/2100 DEF, on your field or in your GY, you can destroy that negated card. You can banish this card from your GY, then target up to 3 "Mannadium" monsters in your GY; shuffle them into the Deck. You can only use each effect of "Mannadium Reframing" once per turn. 

Can't believe they powercrept Scrap-Iron Signal. It's not a bad card, but has the same downsides of only being useful going 1st and relying on you actually being able to play in order to utilize it. You'd get the same result if not better from running a Solemn.

Run 0-3

Red Reign

Normal Trap

If you control a Level 8 or higher Synchro Monster: Banish all monsters on the field, except the monster(s) with the highest Level, also the remaining face-up monsters on the field are unaffected by other card effects, except their own, until the end of this turn. If a DARK Dragon Synchro Monster is Synchro Summoned to your field while this card is in your GY: You can add this card to your hand. You can only use this effect of "Red Reign" once per turn. 

This alongside the double Crystal Wing setup is quite powerful. It’s a nice form of disruption, but you need to be able to make a Level 8 or higher Synchro to use it and if you make multiple Synchros with different Levels you’re going to be losing at least one. 

Run 0-3

Scrap-Iron Sacred Statue

Normal Trap

Target 1 of your Level 7 or 8 Dragon Synchro Monsters that is banished or in your GY; Special Summon it (but return it to the Extra Deck during the End Phase), also, after that, Set this card face-down instead of sending it to the GY. If this Set card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Crimson Dragon" from your Extra Deck. You can only use each effect of "Scrap-Iron Sacred Statue" once per turn. 

Could potentially help recover from a boardbreaker, or open up some lines where you use a Wing Dragon to ladder. Interesting because of its reusability, but overall not worth running.
CANNOT summon a Synchro you banished with RBS, since it wasn't properly summoned. That's just a game mechanic.

Run 0

Scrap-Iron Signal

Counter Trap

When your opponent activates a monster effect, while you control a Synchro Monster that lists a Synchro Monster as material: Negate the activation, also, after that, Set this card face-down instead of sending it to the GY. You can only activate 1 "Scrap-Iron Signal" per turn. 

A Spell Speed 3 monster negate, but the only targets regularly run to make this live are Crystal Clear Wing or Crystal Wing so you have to be able to make one of them to use this. Being reusable is nice, and it can be a powerful setup alongside Crystal Clear due to the dragon’s staying power and negation coverage, but needing it multiple times isn't going to come up much so just run Reframing or a Solemn

Run 0

Synchro Forceback

Normal Trap

Target monsters on the field, up to the number of Synchro Monsters with different names you control; return them to the hand. You can only activate 1 "Synchro Forceback" per turn. 

A slightly worse Dupligate. Playable if you're already running Duelist Genesis to search other things, but that still doesn't have enough good targets to really justify it at a competitive level.

Run 0-3

Synchro Transmission

Normal Trap

During the Main Phase: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 Synchro Monster in your GY; return it to the Extra Deck, then draw 1 card. You can only use each effect of "Synchro Transmission" once per turn. 

In most ways, a better alternative to Re-dyce-cle. The only drawback this has is not being able to be sent with Foolish Goods, but if you’re running this it’s likely in a Trap-focused build so you should have something like Trap Trick to search it anyways. 

Run 0-3

Synchro Zone

Continuous Trap

Neither player can declare an attack with non-Synchro Monsters. You can only use each of the following effects of "Synchro Zone" once per turn. If a non-Tuner Synchro Monster(s) is sent to your GY: You can target 1 of them; Special Summon it, and if you do, it is treated as a Tuner. During your opponent's Main Phase: You can send this face-up card from your Spell & Trap Zone to the GY; immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. 

Not super great. The revive can potentially help insulate you against some boardwipes, and allows for you to quick Synchro into Kitedrake or something else, but there are already options for both of those and they're generally not worth running. If it were a Spell then maybe, since it could then also be used as extension, but as-is it seems like another mediocre tech that'll be thrown by the wayside.

Run 0-3