4ER (effective resources) for a single stat boost and they exhaust... seems inefficient. Assuming 2 damage/threat per 1R is the desired baseline for value, then Synch hits that baseline on the 8th turn. I play 2 players, and games usually last 10-14 rounds. That means Synch would need to be in play in the first few turns of the game, and would be competing with essential set-up cards for my deck. I think this is binder fodder.