Elemental HERO Sunrise
2 “HERO” monsters with different Attributes
Must be Fusion Summoned. Monsters you control gain 200 ATK for each different Attribute you control. You can only use each of the following effects of “Elemental HERO Sunrise” once per turn.
● If this card is Special Summoned: You can add 1 “Miracle Fusion” from your Deck to your hand.
● When an attack is declared involving another “HERO” monster you control: You can target 1 card on the field; destroy it.
March 27th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
HEROs are known for their Fusions, so fitting we get a new Fusion with Elemental HERO Sunrise.
Sunrise is a Level 7 LIGHT Warrior Fusion with 2500 ATK and 1200 DEF. Fine ATK, but low DEF, and you got that LIGHT/Warrior combo that’s still good. The summoning requirements are any 2 HEROs with different Attributes, meaning you should be able to summon this in any HERO variant except for more pure Destiny HEROs. It must be Fusion Summoned, which is just like most to all the HERO Fusions. All monsters you control gain 200 ATK for each different Attribute you control, which is fitting in HERO Decks you’re likely playing this in since you’re likely playing a plethora of different Attributes if not all 6. It also has two hard once per turn effects. The first lets you search for Miracle Fusion upon Special Summon, and while Miracle Fusion can be searched with generic Fusion searchers, it’s nice for HEROs to have a Miracle Fusion searcher that’s in theme. The second effect lets you target and destroy a card on the field when an attack is declared involving another HERO Fusion you control, which removal is good and you should have no issue getting another Fusion on the field after searching Miracle Fusion. Absolute Zero comes to mind, or any of the other Attribute-based Elemental HERO Fusions. Sunrise is a pretty good Fusion for the archetype that kinda has the feeling of an old Fusion, only with a summoning condition that doesn’t need specific cards. It’s a good one-of in the HERO Deck, Extra Deck space is super tight in HEROs especially.
Advanced Rating: 4.25/5
Art: 5/5 I like the red on here, he most certainly looks like a HERO. I love it.
Closing the week, we come to a Fusion (like a Jaden week couldn’t have Fusion in it) in Elemental Hero Sunrise. Level 7, Light (go figure) Warrior, with 2500 attack (Not bad) but a not great 1200 defense. Fusion requirements here are any two generic Hero Monsters (note not Elemental, just Heroes) so long as both Heroes have different Attributes. You’d think given Sunshine two Light would make sense but I digress.
So, must be Fusion Summoned (won’t fight that point) and all Monsters you control gain 200 attack for each different Attribute of Monster you control. A modest boost at best, probably at best going to be 400-600 (which honestly does help your lower Level Heroes) but as for most of your Fusions, it isn’t going to be much as they’re usually higher in attack. Also attached are two effects, which you can use once each per turn:
*Special Summoning this card nets you a Miracle Fusion from your Deck to your Hand. Miracle Fusion is a fun tactic (not a necessary one, but a useful one nonetheless) in the Hero arsenal. Instant access to that isn’t a bad thing, even if you have to wait to use it.
*An attack involving ANOTHER Hero you control lets you Target and destroy a card on the Field. This is rather good. Dependent, yes, on you having another Hero on the Field, and you won’t always. But it’s going to force your opponent to use something to bust through and negate, or use something you can’t Target. Plenty of that these days, no?
I do enjoy with the latter effect the card can belong to either player and be in any position, and too, that it’s an optional effect. Solid enough card here with one GOOD effect and one decent one, with a reasonable attack body.
Art: 4.5/5 I love the red, and this guy does seem to have textbook Hero armor on, but I don’t know, that cape is throwing me I guess. I’m just not getting enough SUNSHINE here.
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