Fusion Gate

Fusion Gate – #LON-098

While this card is on the field: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by banishing Fusion Materials listed on it from their hand or field.

Date Reviewed:  February 10th, 2022

Rating: 2.68

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

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Fusion Gate is the Throwback Thursday choice and an old old card that Fusion players preferred even before banished cards could be involved more in strategies.

As long as it stays on the field either player has a Polymerization every turn, multiple times a turn. Banish vs sending to the grave, back in the day that was hard to work a strategy around because it meant you were losing those monsters for good. As the card pool expanded the use of Fusion Gate opened up. Nowadays you could see Fusion Gate being used in a few strategies and be a viable way of Fusion Summoning if those archetypes didn’t have their own personal Poly that did other things than just being the fusion catalyst. If you’re old enough (like me) you’ll remember the Chain Material OTK involved with this where you use Chain Material, and continue to banish over and over and over again until you have enough monsters to OTK.

Not a bad card. It is searchable, easy to play, and nowadays you can get back your banished cards rather easily and have strategies that incorporate monsters that like being banished. I don’t think you’d use it if you had your own fusion card within the archetype you play, but if you needed another fusion option this could be the card for you.

Advanced-2.5/5     Art-3/5

Until Next Time

Crunch$G Avatar

Throwback Thursday this week brings us a classic Fusion-related Spell, a Field Spell at that, with Fusion Gate.

Fusion Gate is a Field Spell that lets the turn player Fusion Summon any Fusion Monster by using materials from your hand or field, but those materials are banished. Pretty nice access to more Fusion Summoning for some Decks really. Banishing can be a downside for some strategies, but not the end of the world to make this card unplayable. The opponent can use this as well, but that’s only if they’re using a Fusion-based strategy as well, which isn’t always going to happen. The card has had some niche applications with Chain Material to pull off some OTKs with Blaze Fenix or Electrum into Gustav Max, but none have truly hit the meta by storm since it’s hard to make it an FTK when you’re using a Trap like Chain Material without ways to activate it the turn it’s set or directly from hand. Fusion Gate is still an okay card, even by 2022 standards, though it’s always been somewhat niche. The lack of a once per turn is honestly what makes this card still, which a ton of old school cards lacked, so maybe that will be abused one day.

Advanced Rating: 3/5

Art: 3/5 Pretty basic, but old school artwork at least has some charm to it most of the time.

Dark Paladin's Avatar

For a Theme so heavily involved in Fusion, a Fusion card for Throwback Thursday is appropriate.  Fusion Gate is an OLD card, and a Field Magic at that.  While no direct, initial advantage, any Fusion you successfully get after the first is technically a +1 as you aren’t losing any Fusion card any longer, just the Monsters involved.  It’s a Field, so your opponent can use it, which isn’t a great thing, but it doesn’t make this card worse.  Fusion Gate wasn’t even a hugely popular card back when for a couple reasons.  We didn’t have a great card pool for Fusions, we had better methods of bringing them out (Scientist or Stein) and it was still bad card investment.  There are certainly many better ways to go about this, but Decks committed and involved in Fusion could likely make a copy work.

Rating:  2.5/5

Art:  3/5  It’s boring and lazy, but it has the swirl we know with Fusion, but the ‘grid’ so to speak doesn’t seem to fit for me.

Mighty Vee

It’s not a fusion week without a fusion throwback! Throwback Thursday brings us the classic field spell Fusion Gate, which can be searched by field spell searchers or anything that can search “Fusion” spells in general, like Supreme King Gate Zero. Fusion Gate’s effect is notably not once per turn; either player can fusion summon by banishing materials from the hand or field. This effect is very powerful in a vacuum, but in practice it hasn’t really taken off; Myutants like being banished, but they don’t have any meaningful combos with Fusion Gate. Despia has potential with Fusion Gate, as they can easily recycle their banished monsters, but they’d prefer their in-house fusion field spell, Despia, Theater of the Branded. Before my time, Fusion Gate was apparently used in a Chain Material FTK, which is pretty crazy though clearly, it hasn’t withstood the test of time. Letting your opponent use Fusion Gate is also rather questionable, but you probably won’t have to worry about it too often unless we’re in a particularly fusion-heavy meta. This card hasn’t aged very well right now, but none-once-per-turn fusion is just asking to be broken eventually…when we get a fusion archetype that can heavily abuse banishing, anyway. 

Advanced: 2.75/5

Art: 2.5/5 Not particularly exciting, but I do have a lot of nostalgia for it; the idea of having a continuous fusion spell was crazy in my childhood.

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