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 Trading Card Game Tips from fans

 

June 2006

Why should[n't] you use Fusions? - Master of Shadows

 

Third one in three days. A record for me. It's Master of Shadows back with some information on fusions. Most decks not using Metamorphosis, Cyber-Stein, or Cyber Dragon with Power Bond don't bother with fusions. E-Hero decks are the main exception, but that's only because they rely on them. Why don't people use fusions like they used to? The true question is this: Why don't people fuse fusions like they used to? Let me help with using them.

Tip one: Draw power and deck thinning
People don't use fusions since they're often too slow and usually cause one to lose [the not so important card] advantage. The speed problem can be fixed a little by using deck thinners and draw power. Jar of Greed, Skelengel, Dark Mimic LV1, and Dekoichi the Battlechanted Locomotive are all cards that make the user draw cards. So does Pot of Avarice. Some deck thinners for fusions include Graceful Charity, Fusion Sage, and King of the Swamp. Yes, King of the Swamp is a fusion sub, which helps, but searching for Polymerization is even more helpful. Card Destruction and Morphing Jar might help, but you might discard cards that you need to the graveyard. Other than that, deck thinners really help.

Tip two: Stall cards
You need to stall long enough to play your fusion monster(s). Waboku, Threatening Roar, Swords of Revealing Light, and Nightmare's Steelcage are some good ones. So is the famed yet still annoying Spirit Reaper. Using these cards can help you stall until you can get your pieces needed. You could use the classic Sakuretsu Armor / Bottomless Trap Hole, but those aren't chainable, now are they?

Tip three: Searching through your cards by means of shuffling
Since fusions are very combo specific, using Reload and Magical Mallet can help alleviate bad hands. It can also help you to get the needed piece(s) for your fusion. Magical Mallet saved my life once. It enabled me to get my fusion out. (Its attack was Cylindered back to me for game, but that's not the point.)

Tip four: Searching for the pieces - more Deck thinning
Fusions fall apart when the pieces are in place. The pieces are only in place in one place - your hand. Sometimes they work on the field. Sometimes they work in the graveyard (for purposes of Miracle Fusion and Dragon's Mirror but that's another issue for another lifetime). Find any support you can for each fusion piece, and then weed out what you don't need. Battle searchers (ex. Shining Angel, Mystic Tomato, Giant Rat, etc.) can be used if the pieces are searchable. Sangan is more than welcome. Find cards that make it easier for you to get each piece from your deck.

Tip five: Fusion substitutes
Unless the fusion can only be fused using the above monsters, Fusion subs are always welcome. King of the Swamp and The Light/Dark/Earth - Hex-Sealed Fusion are the only ones you should use. The others are just horrible. King of the Swamp doubles as a deck thinner searching for Polymerization. The Hex-Sealed Fusions can get your fusion to the field another way without Polymerization, provided that the monster can be summoned outside of a Fusion Summon. These Fusion subs are also searchable, so that helps.

Have I made my point? Fusions are fun. They're even more fun when you summon them. Don't turn away from them because of the loss in advantage. If it swings the pendulum back in your favor, then why should you care of the loss?

There are many more ways to help make fusions faster and much more fun. Unfortunately for you, I don't know what they are. You have to find them. I'm not doing your work for you. Now go have fun with fusions. Just be sure to cover your bases when using them. Spell / Trap removal, monster removal, and protection. Have fun with them.

Contact me at darkdestructionv30@yahoo.com

Until next time....
 


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