Synchrons are a Synchro-focused Archetype used by the protagonist of Yugioh 5Ds. The win condition of this variation is to mill cards from the top of the deck to quickly access a lot of resources, and using those to finish the duel in a single turn. Mixing iconic cards Yusei used in the anime with the Lightsworn Engine makes this a truly dangerous role-playing deck that is satisfying to play duel after duel.
Hello! My name is Rich and I’m the author of the Synchrons guide on DLM. This deck is my baby. Ever since I came up with the idea to mix Lightsworns with Synchrons I’ve been hooked on it. After testing many different techs and card ratios for way too many games, playing it in a bunch of tournaments and even winning Battle Phase EU #8 with it, I’ve decided to create a guide to share my experience.
Feel free to hit me up in the Synchrons channel in the DLM discord with questions and ideas, I’m always happy to engage with those.
Do you like losing to Witchcrafters and Dark Magician?
Stop reading, this is not the deck for you.
Do you hate the idea of attacking with a 7000 attack Nitro Warrior, finishing the opponent with a single blow?
You should probably exit this page.
Do you prefer Shira vs Sabers snorefests that last 20 turns over fast-paced action packed duels?
It’s not too late to click away.
Do you heavily dislike using monsters that can attack more than once per turn?
There’s other decks out there for you.
Do you hate using cards from the anime with the character that played them?
…Still here? Alright, let’s rev it up!
The best skill for the deck, ATK Booster: Synchro Warriors, boosts Nitro Warrior from 2800 to 3500 attack. This means when you activate Rush Warrior from your hand it will be at 7000 attack instead of 5600. Why is 7000 such a good number you ask? It threatens 4000 damage when swinging into a Blue-Eyes White Dragon, or anything weaker.
Unfortunately, the skill only works on “Warrior” Synchro monsters, not to be confused with the Warrior-type. Don’t expect it to boost Junk Archer for that reason. Hopefully it will include “Junk” and “Stardust” monsters some day.
Because of the life points requirement and only being able to use this during the draw phase, we’re unable to use this in our first turn. Since this deck is all about finishing the opponent in a single turn, we won’t benefit from this skill most duels. Thanks to Rush Warrior and the Lightsworn engine we have quicker ways to mill cards and add Quickdraw Synchron to our hand.
Hopefully it will work like Bring it! in the future.
You can make Nitro Warrior lv 2 by revealing Rush Warrior in your hand. Next you can summon Junk Warrior, who will play a glorious cut scene and gain the attack of all lv 2 and below monsters, boosting it to 5100. This will be doubled to over 10k with Rush Warrior.
This isn’t the most competitive way to play the deck, but it can be really entertaining, even more so with Scrap Fist thrown in the mix.
Quickdraw Synchron (3x):
Quickdraw Synchron is the main tuner of the deck. It can be special summoned by discarding a monster from the hand. It’s easy to summon in my build because it has 15 monsters and 3 spells able to search a monster. This is also why adding more spells/traps will brick your hands.
Discarding a card may seem like a huge cost, but a lot of monsters in the deck have effects that activate in the GY.
Because it’s lv 5, you can use a monster that’s facedown after Floodgate Trap Hole as a tribute, freeing up an otherwise unusable monster zone.
The downside to this card is you’re restricted to summoning a monster that requires a Synchron tuner. Is it really a downside though? It means we’re restricted to some of the coolest Synchro monsters in Duel Links.
Quillbolt Hedgehog (3x):
Quillbolt Hedgehog can revive itself from the graveyard if a Tuner is on your field. Quickdraw Synchron dumping it and reviving it for a Synchro Summon without using a Normal Summon is one of the most iconic Yusei combos in the Yugioh 5D anime.
It has also has great synergy with Raiden, Hand of the Lightsworn and Coral Dragon due to them being Tuners and sending cards to the Graveyard, allowing you to climb into a lv 8 Synchro like Stardust Dragon with ease. It’s not even once per turn!
If you revived it from the GY, due to its effect it’s banished when it leaves the field. The only exception is if it’s flipped face down and destroyed by a card effect. In that rare scenario it returns to the GY.
Rush Warrior (3x):
This card is honestly amazing. I’ve already discussed its ability to boost Nitro Warrior to 7000 attack. It does this as an handtrap during the damage calculation of either player’s turn. This means when you activate it, it’s too late for your opponent to react, because very little cards are useable during the damage calculation.
Aleister the Invoker, Concentrating Current, Bacon Saver and Sphere Kuriboh are just some examples of cards that can’t be used in response. It’s so rare the opponent can respond with something it’s honestly not worth thinking about.
After the battle Nitro Warrior will go back to 2800, not 3500, and not 0. Not sure why this is a thing, but it’s relevant when attacking twice or when you’re attacked twice by Lunalight Cat Dancer, allowing you to survive a Lunalight OTK by using Rush Warrior on the first attack.
It’s other effect is also amazing. If it’s in the GY, once per turn, you can banish it to add a Synchron monster from the GY to your hand. This means that between mills and draws, you’ll almost always have a Quickdraw Synchron during your first turn, and often 2 of them.
Try using the GY effect ASAP before the opponent realises you have it available, since chaining Artifact Lancea does not negate it, and you also wanna use it before Kycoo the Ghost Destroyer hits the field in the DM matchup. The only exception to this is if you’re expecting something like Rebirth of Parshath and you need it to resolve to have plays, in which case you can hopefully bait it out somehow with a less important effect like Coral Dragon.
Raiden, Hand of the Lightsworn (2-3x):
The first main Normal Summon of the deck. Currently running 2 of them. Raiden, Hand of the Lightsworn is searchable with Charge of the Light Brigade, so with my build I’m essentially running 5 meaning very likely access to it turn 1. Because it’s a tuner it can be used to easily summon a lv 6 Synchro like Coral Dragon and Brionac, Dragon of the Ice Barrier by giving Quillbolt Hedgehog a tune-up
If you don’t mill Rush Warrior and you don’t draw Quickdraw Synchron, but Quickdraw Synchron is in your GY and Rush Warrior is in your hand, going into a lv 6 and discarding Rush Warrior allows you to add Quickdraw Synchron to your hand and have plays.
As a rule, do not get tempted to Synchro Summon turn 1 if you’re going first. Milling 2 more cards in the end phase is a lot better. I’ll talk about the exception to this in the matchup section.
Ryko, Lightsworn Hunter (0-1x):
Currently running 1 because there’s not a lot of decks in the meta that can reliably deny it’s effect without a godhand and/or using meaningful resources. The exceptions are Blackwings and Blue Eyes, which are easy to recognize due to the character playing those decks. Easy to remember too because when Kaiba smiles a puppy dies. It’s better to summon Raiden, Hand of the Lightsworn going first vs those decks to guarantee mills.
If flipped, Ryko, Lightsworn Hunter mills 3 cards, and it destroys a card without targeting. It’s the best to pop back row with this effect as long as you don’t die that turn. Just like with Ryko, Twilightsworn Fighter, your opponent can’t chain the back row after you select it, it’s destroyed instantly. Setting up Ryko, Lightsworn Hunter vs a heavy backrow deck is huge. Ryko, Lightsworn Hunter and Ryko, Twilightsworn Fighter can deal with 2 backrow in those cases, meaning you’re probably winning if you also have access to 2x Quickdraw that turn, as it’s really unlikely their third back row can stop 2 Synchro monsters.
Keep in mind destroying is optional, but milling isn’t. Do not set Ryko, Lightsworn Hunter with 3 or fewer cards in your deck, because you’ll regret doing that very quickly.
Depending on the meta you can replace this with a third Raiden, Hand of the Lightsworn. It’s recommended to have at least 5 Lightsworn monsters.
Ryko, Twilightsworn Fighter (2x):
He’s searchable with Charge of the Light Brigade, so with my build I’m essentially running 5 meaning very likely access to it turn 1. Ryko, Twilightsworn Fighter also fits the theme of every non-tuner in the deck being lv 2.
Ryko, Twilightsworn Fighter is not nearly as good in normal Lightsworn decks because you’re very exposed with Ryko, Twilightsworn Fighter in attack position after using your normal summon. In this deck however, you can combo Ryko, Twilightsworn Fighter with Quickdraw Synchron to make Nitro Warrior or Junk Archer.
If Ryko, Twilightsworn Fighter is gonna be your normal summon to take out backrow, use him before summoning anything else. Situationally you might need to discard a Lightsworn with Quickdraw Synchron first if none are in the GY because banishing from the hand drains so many resources you can’t OTK, but that’s the only exception. After selecting a backrow to remove your opponent can’t chain to Ryko, Twilightsworn Fighter which is great.
Going second if you have access to 2x Quickdraw + a Lightsworn in your GY + a Quillbolt Hedgehog and a Glow-Up Bulb in your GY/hand, Ryko, Twilightsworn Fighter is the best normal summon in the deck, unless if you want to bounce multiple cards with Brionac, Dragon of the Ice Barrier.
Glow-Up Bulb (0-1x):
Glow-Up Bulb is never a dead mill, because it can special summon itself from the GY and mill another card once per duel. After banishing a monster with Junk Archer, you can use Glow-Up Bulb to upgrade it into a lv 8 Synchro. This is extra helpful if the opponent used Fiendish Chain on a lv 7 Synchro, or switched it to defence with Crystron Ametrix.
My favorite lv 8 Synchro to use with this combo is Battlewasp - Hama the Conquering Bow, because it gets the double-attack effect, which means it can output 5600 damage for a quick OTK. Scrap Dragon is the next best option as it can use leftover spells as fuel to pop cards, and Stardust Dragon is a fun flex/meme.
Going first you can summon Glow-Up Bulb in defence position to protect your life points. Don’t do this if your opponent has Invoked Purgatrio. Yami Yugi and Bandit Keith are likely to have Invoked Purgatrio.
Charge of the Light Brigade (3x):
Amazing card, limited to 1 in the TCG. Mills 3 cards and searches any Lightsworn. Always use this first before doing anything else to see what your mills are so you know what plays are available. Don’t worry about decking out, this is a OTK deck after all. The exception to this rule is extreme stall and Shadow Game.
There’s also really rare cases you want to summon Nitro Warrior first so it gets boosted by 1000. This almost never comes up because you usually need to search Lightsworns to deal with back row first, unless if you’re holding a godhand.
Solar Recharge (1-2x):
Having 2 Solar Recharge has been really good to mel, 3 feels like too many. It discards 1 Lightsworn monster to draw 2 cards and mill 2 cards. With 5 Lightsworns and 3 Lightsworn Searchers it’s very unlikely to be a brick but it does happen time to time. This is a necessary evil because most of the time, it puts resources in the right place to have a more explosive turn 1.
Going second if you open Solar Recharge it’s mostly correct to search Ryko, Lightsworn Hunter with Charge of the Light Brigade to discard it with Solar Recharge because Ryko, Lightsworn Hunter is only good going first. It’s also mostly correct to resolve every Charge of the Light Brigade in your hand before using Solar Recharge.
You can set leftover spells as bluffs if you already milled most your deck, or you can weaponize them with your lv 6 Synchro monsters.
Nitro Warrior (2x):
Think of this card as 3500 attack during your turn, 7000 attack with Rush Warrior in hand. If the opponent has 2+ monsters and at least one of them is in face-up defence position, you can swap a face-up defence monster to attack position and make a second attack after attacking and destroying a different monster. Keep in mind this effect targets. Also keep in mind the boost after using a spell is not optional, so be careful with Blackbird Close and Rebirth of Parshath.
If the opponent has a single back row and a monster in attack position, you’re reading a delay, and you have Rush Warrior in hand, you can summon 2x Nitro Warrior and go for game, because their back row can most likely only stop one of them.
Going for the OTK with a 7000 attack Nitro is usually better than clearing the board because it plays around Kiteroid and the opponent might allow the attack to go through even if they have a way to stop it because from their POV it’s not lethal damage, especially if they want to take damage to trigger a skill.
Also keep in mind Nitro Warrior + a single Quillbolt Hedgehog or Quickdraw Synchron is over 4000 damage. There is no shame in special summoning Quickdraw Synchron, reviving 2x Quillbolt Hedgehog, using one of them to Synchro into Nitro Warrior, and the other one to barely have 4000 damage on the board.
You can use the monster with low attack to attack first without triggering skills, dropping their life points low enough for Nitro Warrior to one-shot them, forcing a Sphere Kuriboh or Kiteroid on Nitro Warrior‘s attack so they can’t manipulate their life points for their skill.
Junk Archer (1-2x):
This card has easy spot removal, a no-cost banish is really powerful. The only downside is the opponent’s monster will return in the end phase, so try to make sure you actually win the game the turn you use it. Otherwise it would’ve been better to go into Nitro Warrior to destroy their monster.
Think of this card as a Cyber Twin Dragon in disguise if you have Glow-Up Bulb in the graveyard. Banishing their monster with Junk Archer and double-attacking for game is one of the bread & butter combos of the deck.
Battlewasp - Hama the Conquering Bow (x1):
Cyber Twin Bee, Cyber Twin Bee, does whatever, Cyber Twin Bee does. Can he swing, from a web? No he can’t, he’s a bee ♫♫
Battlewasp - Hama the Conquering Bow lowers the attack and defence of every monster the opponent controls by 1000 after dealing battle damage. This is a permanent reduction, and almost never comes up.
Coral Dragon (x1):
Coral Dragon is just another way to pop a card and put 5600 damage on board even when you can’t access Quickdraw Synchron because all copies are lurking at the bottom of your deck or in your GY with no Rush Warrior.
If you feel a delay only when you use Raiden, Hand of the Lightsworn’s effect, use this to pop the back row, because the opponent surely has effect negation. Coral Dragon is the ideal card to bait out counter traps because you at least get to draw a card when it goes to the GY.
Brionac, Dragon of the Ice Barrier (x1)
Banned and subsequently errata’d in the TCG for a good reason. If you don’t feel a delay on Raiden, Hand of the Lightsworn’s effect you can safely summon this and bounce as many cards as you want without danger. Just like with Coral Dragon you can discard Rush Warrior to get Quickdraw Synchron from the GY
Decks that rely on Synchro summoning suffer when their monsters get flipped down. You can banish A/D Changer from the GY to flip a monster face-up when this happens. This effect is not once per turn.
A/D Changer also has offensive uses. Manipulating the battle position of the opponent’s monsters can allow Nitro Warrior to attack a second time. It can also switch the opponent to attack position setting them up to get OTK’d by a 7000 attack Nitro Warrior
It’s very recommended to put A/D Changer in the deck if you know the opponent is going to flip you down. I think it’s the best to take out 1 Solar Recharge and 1 Quillbolt Hedgehog for 2x A/D Changer vs Invoked Sabers.
Stegocyber is in my opinion the best card to put in the deck to avoid dying to OTK decks. At the cost of 1000 life points, you can banish Stegocyber from the GY to take 0 damage from a battle, then it summons itself to the field to block yet another attack. After that it’s banished.
Because this card can block 2 attacks if it’s milled, I consider it the best defensive card. This is because you’re a lot more likely to mill a card than to draw it. That’s why this card has an edge over Kiteroid in my eyes, which only blocks a single attack if milled, which is often not enough.
It’s very recommended to run Stegocyber instead of Glow-Up Bulb vs OTK decks, combined with a third Raiden, Hand of the Lightsworn instead of Ryko, Lightsworn Hunter because OTK decks tend to remove Ryko, Lightsworn Hunter without flipping it. Heroes and Cydra are OTK decks you do wanna set Ryko, Lightsworn Hunter against. Glow-Up Bulb extending plays is not needed vs OTK decks.
Tour Bus from The Underworld:
Rush Warrior can add Jet Synchron from the GY. Jet Synchron can discard Rush Warrior to the GY so it can add Quickdraw Synchron. I like Glow-Up Bulb better but it’s once per duel so Jet Synchron is what you put in if you want a second lv 1 tuner.
Yusei’s ace monster. Easy to summon in this deck, pretty decent effect, but not worth the resources considering how easy it is to swing over 2500 attack with no back row protecting it.
Mecha Phantom Beast O-Lion:
Summons a Lv 3 token when sent to the GY to give Quickdraw Synchron easy access to Junk Destroyer. Can be special summoned from the hand by banishing another copy from the GY. There’s just no room in the extra deck to benefit from it.
Junk Synchron is another signature Yusei card that’s sadly underwhelming to Normal Summon compared to the Lightsworns. There’s some unreleased cards that can make it good in the future, it’s time will come!
It’s currently better than Junk Synchron as it’s a 1 card lv 7 Synchro that can be added back from the GY with Rush Warrior. The problem is it just can’t compete with the Lightsworns for the Normal Summon when going for quick kills.
This is a matchup I don’t think I’ve ever lost. You can safely set Ryko, Lightsworn Hunter when going first. Witchcrafter Madame Verre is unable to negate flip effects if they attack into a facedown monster.
If they sit on the small Witchcrafters without Witchcrafter Madame Verre don’t waste targeted removal on them. Just summon a bigger monster and attempt to enter the Battle Phase, if they tag out into Witchcrafter Madame Verre the game will ask if you want to continue your main phase. (You do)
Also try to keep track of how many spells they have to see if you can just swing over them with Nitro Warrior. Verre needs 5 different spells to be bigger than Nitro Warrior. That’s a lot of spells.
Witchcrafters could potentially OTK through Ryko, Lightsworn Hunter with Brionac, Dragon of the Ice Barrier if they access the Lightsworn Engine but this never happened to me personally after playing against them for a lot of games.
Apart from either side having terrible hands, this feels like a coin-flip, literally. Slightly favoured by Blackwings, prior to side-decking, pretty even after side-decking. Obviously neither of you wants to go first.
If you go first and you don’t have Stegocyber, all you can do is Synchro summon Coral Dragon in defence, pop the field spell so they can only search tuners with Blackwing - Simoon the Poison Wind because Blackwing - Bora the Spear would be a huge issue. Increase your defence by also summoning Quickdraw Synchron, Quillbolt Hedgehog and/or Glow-Up Bulb in defence, and pray to the Pharaoh they brick. If you do have Stegocyber, you usually get to play the game if you mill it, unless if they have a jesus hand.
Going second, by using a Dark Magician playmat and sleeves there’s a huge chance their birdbrain mistakes you for a Ties that Binds Dark Magician deck which means you don’t have to play around Necrovalley and they summon something in attack position. Make sure to pay attention to their turn so you know if it’s even possible for them to have Blackbird Close.
At the start of your turn, resolve mill spells and look at your hand. If you have Rush Warrior and you can summon Nitro Warrior, while they have anything with less than 3000 in attack position, just summon it and swing for game. The only defence they can have is Blackbird Close, which only negates monster effects on the field, which aren’t needed to summon Nitro Warrior.
Let’s say you have no Rush Warrior or everything is in defence. If they have a single set card and you felt a slight delay at the start of your turn, it’s safe to assume that’s a Cosmic Cyclone. Now if you read Blackbird Close closely, it says they can only use it from the hand with a Blackbird Synchro monster on the field. This means if there’s only a single Blackwing Synchro Monster on the field, by attacking into it with Nitro Warrior, you can safely use Nitro Warrior‘s effect to change something from defence to attack after it’s destroyed, hopefully it’s enough to OTK without Rush Warrior.
If you calculate you can’t OTK them while playing around Blackbird Close, don’t play around it and pray they don’t have it.
If they turn 1 Necrovalley hopefully you draw into a Nitro Warrior OTK without needing the GY. Otherwise the best you can do is banishing a Lightsworn from the hand with Ryko, Twilightsworn Fighter to get rid of it, which Blackbird Close will stop but hey what can you do?
I’m not all too familiar with this matchup as I haven’t faced all that many Blue Eyes players. From my limited experience, going first Ryko, Lightsworn Hunter is a no go, because Blue-Eyes Alternative White Dragon will pop it denying the effect, so don’t do that unless if they’re using the meme skill. If you have Stegocyber and you manage to mill it you should be fine unless if they draw great and have a turn 1 Blue-Eyes Spirit Dragon to negate it. You kinda wanna build a wall with Quickdraw Synchron, Quillbolt Hedgehog and/or Glow-Up Bulb, but make sure you have follow-up when doing this. Having follow-up is more important than the actual wall because Blue Eyes aren’t that consistent, manage your resources and work with what you have.
Going second, if you have Rush Warrior, chances are there’s a Blue-Eyes White Dragon in attack position and only a single back row you can deal with using Ryko, Twilightsworn Fighter, and you can easily OTK no matter what else is on the field. Same situation with 2 back row, if you banish 1 back row and summon 2x Nitro Warrior it should be enough as their back row trades 1 for 1.
If Blue-Eyes Spirit Dragon or Azure-Eyes Silver Dragon is on the field and there’s no Rush Warrior OTK available without dealing with it first, Blue-Eyes opened really well for a deck that’s kinda bricky and you probably didn’t, in which case you’re just gonna have to banish the Blue-Eyes Synchro with Ryko, Twilightsworn Fighter and work from there. This is because targeting isn’t effective against Blue Eyes Synchro monsters and you can’t leave them on the field because they’ll revive other Dragons.
This matchup is pretty bad. Siding 2x A/D Changer makes it pretty doable though.
First of all, you can safely set Ryko, Lightsworn Hunter against this deck, which takes care of 1 back row. Ryko, Twilightsworn Fighter can take out another back row. You can banish Elementsaber Molehu with Junk Archer and hopefully deal with its effect using A/D Changer. Triple set + Elementsaber Molehu is just unreasonable though.
Going second is pretty much the same except no set Ryko, Lightsworn Hunter and they have 1 less card.
Decent matchup. Going first, it’s reasonably save to set Ryko, Lightsworn Hunter as they need a way above average hand to OTK through it, which deals with 1 back row. Ryko, Twilightsworn Fighter can deal with a second back row, I’ve never seen this deck set 3 cards so it’s pretty free at that point.
Going second, it’s even more likely they only have 1 set card and no Bacon Saver.
If you can’t OTK Invoked Neos, it quickly gets out of control. I just feel my average hands are very likely to OTK this deck before it gets rolling. Without Neos Space, Brave Neos is a tasty snack for Nitro Warrior at only 2600 attack. Keep in mind they can boost it with Aleister the Invoker, but they can’t respond to Rush Warrior
Extremely rough matchup. They main-deck Artifact Lancea which is really problematic. So is the fact half their deck is disruptive backrow.
Since they’re almost impossible to OTK, an alternative wincon can be banishing both their tuners so they can’t do anything.
Make sure to use Rush Warrior in the GY before Kycoo the Ghost Destroyer hits the board, otherwise you won’t be able to.
DM can steal games if Synchrons draw badly and they open full combo with a second disruption, but it’s far from consistent and I’ve never lost a best of 3 to DM with Synchrons.
If Heroes goes first, they build the infamous wall of 3 Heroes in face up defence position with no disruptive back row. Unless if Synchrons completely brick it’s a free OTK.
If Heroes go second, they need to summon Destiny HERO - Plasma with Mask Change in hand or be able to summon 2 Dark Heroes with 2x Mask Change to return the favour through a set Ryko, Lightsworn Hunter.
Those are some pretty above average hands for Heroes, so this matchup is heavily favoured for Synchrons.
If Synchrons mill a Stegocyber, Heroes can’t OTK at all.
Shadow Game is annoying, but not that annoying since the duel won’t last more than 2-3 turns. They run 3-6 traps, which means they’re unlikely to have 2 disruptions which is good for us.
To OTK through Ryko, Lightsworn Hunter, Ritual Beasts needs to open a limit 2 card or a very specific combo. I’ve been told it’s a 28% chance unless if you burn for 1400 on your first turn which opens up more ways for them to OTK. They’re almost just as unlikely to OTK through Raiden, Hand of the Lightsworn if you want to guarantee 4 mills
Ritual Beasts tend to tag out their boss monster into 2 monsters in face up defence position, which Nitro Warrior can take advantage of really well. Synchrons are definitely favoured in this matchup.
This is the end of the guide. I just want to say it gets me really excited whenever I see someone reached King of Games with this deck. I hope people enjoy it as much as I do
My clan, Modern Empire - Inspiration, help and support.
The Synchrons and the Lightsworn chat in the DLM discord - Inspiration, help and support.
Duel Links Entertainment - Fantastic free tournaments I’ve had a lot of fun playing Synchrons in on stream.
Dkayed and Duel Links Meta - an excellent gathering place for the community to come together.