Dimension Fusion Destruction
Banish from your hand, field, and/or GY, the Fusion Materials that are listed on a “Phantasm” Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. You take no battle damage from attacks involving the monster Special Summoned by this effect. If you control “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, or “Raviel, Lord of Phantasms”, your opponent cannot activate cards or effects in response to this card’s activation.
August 31st, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Sacred Beast Week here on Pojo as we enter into September, and we’re starting off with Dimension Fusion Destruction.
Fusion card for the newer version of Armityle as well as the old version, this card makes summoning this once impossible monster much easier by involving the hand, grave, and field. It’s tough, even with the new support for Sacred Beasts to have all three on the field, let alone one, so involving other ways was necessary. If you happen to have one of the Sacred Beasts on the field your DFD isn’t getting negated. You get to ignore summoning conditions and get to use almost all means of where monsters go in the game, what’s not to like? The only way this card would’ve been better is if it was a Red-Eyes Fusion as well for Sacred Beasts, but that would’ve been overkill.
Now with Dimension Fusion Destruction you can play Armityle and have a legit way of summoning it consistently. It is also searchable by normal means, archetype means, and doesn’t stop your Armityle from attacking when its summoned like some cards do.
Until Next Time
We are now on the Sacred Beast Structure, so we’ll have two weeks of Sacred Beast support to get a good look at as much of it as possible by starting with an actual easy way to summon Armityle: Dimension Fusion Destruction.
Dimension Fusion Destruction is a Normal Spell with the effect to banish from your hand, field, and/or graveyard the materials on a Phantasm Fusion and then Special Summon said monster, ignoring the summoning conditions, where you also take no battle damage from battles involving the monster summoned with this and your opponent cannot respond to this card’s activation if you control Uria, Hamon, or Raviel. I’m sure Armityle the Chaos Phantasm comes to mind, as this was the original way that was summoned in the anime, and that’s probably the main target with this. It’ll have 10,000 ATK on your turn, making it an easy OTK machine and the fact you take no damage from battles involving it is nice considering it’ll go back to 0 ATK on the opponent’s turn, though it cannot be destroyed in battle. Phantasm Emperor Trilojig is the recent option, and it’s basically Volcasaurus without the destruction at the cost of 3 Level 10s instead of specifically the 3 Sacred Beasts, but you are likely only playing this with Sacred Beasts anyways to be honest, and Trilojig is the backup. Armityle the Chaos Phantasm – Phantom of Fury is the next option coming in Phantom Rage, and it’s a nice and easy way to banish the opponent’s whole field and summon you the original Armityle at the end of your turn, probably best against an opponent’s board that isn’t open to a game ending attack from the original. Considering the Armityles are the best options, it’s nice this card also has the option to be Spell Speed 4 basically if you have any of the Sacred Beasts on field, and I like the benefit of using anywhere bar the Deck for Fusion Materials, and it can be easy to dump the Sacred Beasts into the graveyard. It’s best as a quick OTK or a board wipe with the Armityles, but it’s a nice adaptation from the original anime card.
Advanced Rating: 3.5/5
Art: 4.5/5 Classic anime art, looks cool to see the 3 Sacred Beasts together.
Dimension Fusion Destruction is new Sacred Beast support (yay?) and a Normal Magic to kick things off this week. Okay let’s condense this into good and bad. Being able to so easily bring out the Sacred Beast Fusion is a good thing. They can come from any combination of Hand/Field/Graveyard, so as long as they’re not in your Deck, you’re sitting pretty. The ability can’t be negated if you control one of the Sacred Beasts. Which is good too; at least in principle. Not the most practical but having this negated wouldn’t be great at all. I suppose that’s really the caveat here. Either you Special Summon a 10000 attack Monster and likely win that turn, or not. Hard to score but that in potential alone is worth something.
Art: 4/5 Discount Egyptian Gods obviously but they look menacing.
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