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Fusion Destiny – Yu-Gi-Oh! Review

Fusion Destiny
Fusion Destiny

Fusion Destiny
– #DANE-EN054

Fusion Summon 1 Fusion Monster from your Extra Deck that lists a “Destiny HERO” monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK “HERO” monsters. You can only activate 1 “Fusion Destiny” per turn.

 

Date Reviewed: 
August 6, 2019

Rating: 4.06

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


King of
Lullaby

Hello Pojo Fans,

Fusion Destiny facilitates the Destiny HERO Fusion monsters to be better than they once were.

Simple Fusion Summon mechanic for a monster using Destiny HERO as material, but with wider range than just your hand or field with access to the deck. Destruction during the End Phase next turn means nothing in the Link format. Locking yourself into DARK HERO monsters for Special Summoning also isn’t much of a restriction, considering all good Destiny HERO monsters are DARK and a portion of HERO monsters are DARK as well. Summon Stratos for search at the start of it all and go from there. Destiny End Dragoon finally becomes playable with its great burn and graveyard abilities. Destiny HERO Dominance will trigger off this effect, getting you the monsters you used for him, which honestly can be the whole point sometimes at summoning Dominance: setting up Plasma or Dogma. Destiny HERO Dystopia grants you burn damage capabilities like Dragoon can.

Fusion Destiny was sorely needed long long ago for Destiny HEROS, and now that it’s finally here it can help the deck reach its potential…even with Disk Commander errata’d.

Advanced-3.5/5     Art-3/5

Until Next Time
KingofLullaby


WarlockBlitz

Fusion Destiny is a great Normal Spell Card that does its job very well. It lets you Fusion Summon any one Fusion Monster listing a Destiny Hero monster from your Extra Deck using materials from your hand or deck. The new monster is destroyed during the next End Phase, and your further Special Summons are restricted to Dark Hero monsters. Sure you can only activate one per turn, but being able to go from the deck makes too much sense for any Fusion based deck. I’m glad Malicious is still at 2 because that in itself might warrant running 3 of these in Hero variants in general. Obviously Destiny Heroes get a huge boost from Fusion Destiny. There is a good deal of versatility and future potential based on the current and new Fusion Destiny Heroes. Finally, it’s a Fusion card without swirls, making it noteworthy. 

Score: 4.5/5     Art: 4/5


Crunch$G

Oh boy, Destiny HEROs finally get their own dedicated Fusion Spell, meaning their Fusion Trap is far less necessary now, here’s Fusion Destiny.

Fusion Destiny is a Normal Spell that Fusion Summons any Fusion from the Extra Deck that requires a Destiny HERO as material by using monsters in your hand or deck as material, but said Fusion is destroyed in the End Phase of the next turn and for the rest of the turn after this resolves, your Special Summons are locked to DARK HEROs. The restrictions aren’t the worst thing in the world, some of the Fusions this summons don’t mind being destroyed and you can activate this after you make all your plays that don’t involve DARK HEROs. You got options here as well, Dystopia is a nice one for burn and spot removal if it has ATK different from its original, Destiny End Dragoon gives good burn, Dangerous can set up the graveyard even more, and we got a new option to look at in the end of the week. This summoning a Destiny HERO related Fusion also means for the chance to send Malicious from the deck to the grave to get another from the deck since he is still at 2. Fusion Destiny opens up some interesting plays for HERO variants, so the hard once per turn is necessary, but it’s a three of when you’re messing around with Destiny HEROs.

Advanced Rating: 4.25/5

Art: 4.5/5 Hey, it isn’t a swirl. Nice to see Plasma, Dogma, and Destiny End Dragoon together again.


Alex
Searcy

Fusion Destiny is a fun little Magic card pulling off a quick trick to make a heavy hit, hopefully/likely for a finish for the player.  First and foremost, I’m pleased to see that you can only activate one of these a turn.  It’d have massive OTK/FTK potential if you could play three of these in a single turn bringing out three powerful Destiny Hero Fusions.  But you can’t =p

So you get a Fusion (so long as it lists at least one Destiny Hero in its name for Material) from your Extra Deck using Monsters from your Hand OR Deck (I do feel you should be allowed to use both since you can only use one a turn) as Material.  Said Monster is destroyed during the End Phase of the next turn.  That’s really cool, if you didn’t finish things off this turn, you still get another crack at things.

Lastly, you’re only allowed to Special Summon Dark type Hero Monsters, after using this, for the duration of the turn.  Worth noting, but hardly an issue.  It’s got a lot of potential absolutely, and if you use whatever you bring out properly (ideally swarming with other Special Summoning after) it should be a victory for you.  There’s plenty of Monsters to choose from these days.

Rating:  4/5

Art:  It’s name that Destiny Hero time!  I spy Dogma, Dragoon, and Plasma.  They do look rather cool together.  And this is some bizarre Fusion card without circles/swirls…what were they thinking?  4/5

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