Salamandra Fusion
Salamandra Fusion

Salamandra Fusion – #MZMI-EN007

Equip only to a FIRE Warrior monster. It gains 700 ATK. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead. While this card is equipped to a Fusion Monster you control: You can send this card and the equipped monster to the GY, and if you do, Special Summon 1 “Flame Swordsman” or 1 Fusion Monster that mentions it from your Extra Deck. (This is treated as a Fusion Summon.) You can only use this effect of “Salamandra Fusion” once per turn.

Date Reviewed:  February 21st, 2024

Rating: 3.33

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
Lullaby

Hello Pojo Fans,

Salamandra Fusion is the new Equip Spell of the archetype that references the original blade from the anime and earlier in the game.

FIRE Warrior targets only (of course), you gain the standard 700ATK, keeping with the archetype/show theme. Combined with Fighting Flame Dragon though, that boosts your FIRE Warrior Fusion 1400ATK and gives it two attacks, not too shabby. It is the ability to protect whatever monster it is equipped to and become a Fusion Spell that make this card even better.

Trading itself to save the monster from destruction is a good 1-for-1 effect. Trading itself and the monster equipped with it for a Fusion Summon involving “Flame Swordsman” in the text or as the monster from the Extra Deck is far better. It has to be a Fusion Monster equipped with it for that Fusion Summon to be possible, and only being able to equip it to a FIRE Warrior monster does limit your choices a bit. Instant Fusion out Flame Swordsman, equip with this, Fusion Summon Ultimate Flame Swordsman is your best play. Of other FIRE Warrior Fusion monsters in the game, you are now going into the HERO archetype for choices, highly unlikely seeing this played there.

Meant as an ATK boost to your FIRE Warrior monsters, as well as a way to cheat out your big Fusion monster, Salamandra Fusion does more than a normal equip spell. Protection at the cost of itself is nice for your FIRE Warrior monster equipped with it, and if you can equip it to a Warrior Fusion you can get out Ultimate Flame Swordsman, which is the goal of the archetype. Instant Fusion more and more feels like a must in this deck to make things run smoothly.

Advanced- 3/5     
Art- 3.5/5- Polymerization-themed artwork but FIRE

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek brings us to an Equip Fusion Spell to help summon your boss: Salamandra Fusion.

Salamandra Fusion is an Equip Spell that equips onto any FIRE Warrior to give it a 700 ATK boost and it to be destroyed in the monster’s place if it would have been destroyed by battle or effect. Basically the old Salamandra Equip with some protection for the monster now, which is a nice upgrade. While equipped to a Fusion, you can send that monster and this to the grave to summon Flame Swordsman or any Fusion that mentions it from the Extra Deck (treated as a Fusion Summon). You got Flame Swordsrealm, Instant/Ready Fusion, Fusion Armament to summon the classic, so this will likely be used to summon the new Ultimate Flame Swordsman, or if you want you can summon Dark Flare Knight. The former is better, and it being this easy to get out is great. HOPT ofc, but it’s still an Equip Spell that gives an ATK boost and protection. You kinda got to play this with the new Flame Swordsman stuff as it’s the only reliable way to summon Ultimate Flame Swordsman and any other Fusions we get in the future.

Advanced Rating: 3.5/5

Art: 3.5/5 Even our Equip Spells have swirls now.


Mighty Vee
Mighty
Vee

As a Fusion monster, it was pretty obvious that Flame Swordsman would get its own Fusion card– Salamandra Fusion is, oddly enough, an Equip Spell (Nephe Shaddoll Fusion is the only other Equip Fusion Spell that comes to mind), searchable with Salamandra, the Flying Flame Dragon, and its primary target in most scenarios. Salamandra Fusion can only be equipped to FIRE Warrior monsters and grants its Equip target 700 attack, a recurring theme among these Flame Swordsman equips. Salamandra Fusion will also save its target from being destroyed by battle or card effect by destroying itself, giving it a bit of protection. Infernoble already has its own ways of protecting Emperor Charles the Great, so there’s no reason to play this there; instead, Salamandra Fusion’s primary effect serves Flame Swordsman well; on a hard once per turn, while Salamandra Fusion is equipped to one of your Fusion monsters, you can send Salamandra Fusion and that monster to the Graveyard to Fusion Summon Flame Swordsman or a monster that mentions it directly from your Extra Deck, and it even counts as a proper Fusion Summon! This is easily the best way to make the deck’s boss, who would otherwise be almost impossible to summon in a clean manner. There’s not much else to say, it’s a key card for Flame Swordsman that is pretty useless anywhere else except maybe weird Igknight decks. I like playing two copies so I can make another Flame Swordsman boss for follow-up, plus hard opening it opens up lines for Fighting Flame Dragon, but you only really need one if space is tight.

+Makes summoning the boss incredibly easy
+Properly summons despite “cheating”
-Doesn’t do anything outside of Flame Swordsman
-Protection is mediocre

Advanced: 3.5/5
Art: 3.25/5 I get that Flame Swordsman didn’t really have Fusion materials in the anime, but I kinda would’ve liked to see the Polymerization swirl with Flame Manipulator and Masaki the Legendary Swordsman instead (though this totally makes sense too)


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