Harmonic Synchro Fusion
Harmonic Synchro Fusion

Harmonic Synchro Fusion – #MZMI-EN035

Send 1 Tuner and 1 non-Tuner from your face-up field to the GY; Special Summon both of the following monsters from your Extra Deck.
● 1 Synchro Monster that could be Synchro Summoned using just those 2 monsters in the GY as material.
● 1 Fusion Monster that could be Fusion Summoned using just those 2 monsters in the GY as material.
You cannot Special Summon from the Extra Deck the turn you activate this card, except Fusion or Synchro Monsters. You can only activate 1 “Harmonic Synchro Fusion” per turn.

Date Reviewed:  February 7th, 2024

Rating: 3.17

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,

Harmonic Synchro Fusion is an interesting Fusion Normal Spell, even when looked at in the long list of “Fusion” Spell cards we have in the game.

You need two Fusion Materials on the field, one being a Tuner, but in exchange of needing stuff on the field rather than in the grave or in your hand, HSF grants you a double Extra Deck summon. You get a Synchro Monster and a Fusion Monster. Locking you into Fusion or Synchro Monsters for the turn allows for great flexibility when you play this card, so yet again, another restriction that doesn’t do much…not complaining. Because it has to only require two monsters, and it is a Special Summon rather than a Synchro or Fusion Summon, many great monsters get eliminated from being compatible with this card. However, there still is a lot of flexibility with this card being played around the game.

Generic Fusion and Synchro Monsters are the best targets for this card like Garura, Wings of Resonant Life and Muddragon come to mind, but even big boss Synchro Monsters like Baronne de Fleur and Dis Pater are generic and could be summoned using this card. While the card requiring a Tuner may be the biggest problem (and for many decks that’s an easy road to navigate), it’s about making the Fusion Summon count rather than the Synchro Summon. The higher the levels your monsters on the field for Harmonic Synchro Fusion are, the less likely you’ll have the options for a boss Fusion Monster. On top of that, it’s just easier to get a boss Synchro naturally on the field and still have access to your Extra Deck rather than lock into Synchro and Fusion Summons. However, decks that have a variety of Fusion and Synchros to choose from will enjoy this card. D/D/D and Plunder Patroll could benefit from this card with their variety of options.

Harmonic Synchro Fusion comes down to two things regarding its play: Do you have the monsters in your Extra Deck to warrant playing it? Do you have a way of getting to Harmonic reliably while getting a Tuner and a non-Tuner onto the field as well? You can hard draw the card and be able to get the materials to the field all the same, but consistency is a big part of deck building and this being a one in the deck and unsearchable would lower its playability. There are enough Tuners and ways to get the monsters on the field though and two Extra Deck summons for the price of two monsters and a Spell may be worth it.

Advanced- 3/5     Art- 3/5

Until Next Time,

Crunch$G Avatar

Midweek takes us to one of the most interesting cards to ever come out of the anime and finally get printed: Harmonic Synchro Fusion.

Harmonic Synchro Fusion is a Normal Spell that lets you send a Tuner and a non-Tuner from your face-up field to the graveyard to Special Summon both a Synchro Monster and a Fusion Monster that could be summoned using those monsters as material. Basically, if you could do a proper Synchro Summon with the monsters or Fusion Summon into something using those monsters if you had the Fusion Spell, this instead lets you do both at once so you’d get both the Synchro and the Fusion. You give up properly summoning them, since these aren’t actual Synchro or Fusion Summons and doesn’t treat them as that, but it’s still two potential boss monsters. You can only summon Fusions and Synchros from the Extra Deck during the turn you use this and it is a hard once per turn. It’s a neat card that can allow you to do things you previously couldn’t, getting a Fusion and a Synchro at the same time when before you’d have to make a decision usually. Hopefully something super cool comes from this.

Advanced Rating: 3.5/5

Art: 4/5 The Synchro rings have swirls now.

Mighty Vee

Related to the Earthbound Prisoner mini-archetype, Harmonic Synchro Fusion is our next card, a Normal Spell searchable with Earthbound Prisoner Line Walker and generic Fusion Spell searchers if need be. HFS can only be activated once per turn and has a single loaded effect, letting you send a face-up Tuner and non-Tuner from your field to the Graveyard to Special Summon a valid Synchro monster and a valid Fusion monster from your Extra Deck, naturally locking you into Fusion and Synchro monsters the entire turn. Essentially, just like in the anime, you perform a Fusion and Synchro Summon at the same time. Obviously it’s useful in Earthbound proper, since it’ll help field their Fusion and Synchro monsters; there are also some nasty combos you could pull off, like sending Dark Magician and a level 3 Dragon Tuner to make Red-Eyes Dark Dragoon and Baronne de Fleur. HFS caused a stir on reveal because of its potential applications, though it’s important to note that Ultra Polymerization is essentially the exact same card and has seen no competitive play recently. At the end of the day, it’s still a Fusion Spell so you don’t want to use it as a tech; it’s right at home in Earthbound, as things should be!

+Earthbound combo piece
+Can make potentially devastating boards
-Doesn’t properly summon
-Steep and restrictive Fusion requirement

Advanced: 3/5
Art: 3/5 The poly guys are a nice touch

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