Overall Score: 2.5
(fusion is just too weak right now)
Casual Play: 3.5
Tournament Play: 1.5
After looking at Thunder
Dragon yesterday, let's see what happens when you
fuse two of them together.
At first glance, this
looks to be a worthwhile fusion. It has 2800 attack
power, currently 4th in the English version of the
game (behind Gate Guardian, Black Skull Dragon, and
BEWD), and can be brought out first turn with
Thunder Dragon's effect. 2800/2100 stats are
fairly good. This guy is a god
in Forbidden Memories, as he is, by far, the easiest
high-level fusion to make.
Then we realize how weak
fusions really are. I will use two simple
words to demonstrate: Magic Jammer.
Reread that last
sentence a few times, and let's continue.
Let's say you're in a
jam early on in the game. You have very little
LP left, and your opponent has set up a Barrel
Dragon and a Summoned Skull in front of you.
You manage to topdeck the first of your 3 Thunder
Dragons, and you have a Polymerization card in your
hand. You use the effect, snatch the two other
Thunder Dragons, and activate your Polymerization
card, only to realize that your opponent had been
hiding a Magic Jammer. You cry, realizing that
your ultimate combo has been trashed.
The lesson of this
story? If you're going to play Fusion, play 3
Seven Tools of the Bandit. For 1000 LP (if
early in the game, a miniscule cost), you can negate
that Magic Jammer, letting you play your Fusion.
Just don't get caught in a really long chain or you
might be in trouble.
Combos:
THTD + Seven Tools of
the Bandit = Negate their Magic Jammer.
Counters:
Magic Jammer: I wonder why Magic Jammer hasn't been
restricted yet. It's too cheap ;.;
Monster removal: =/
Casual Play:
As always, knock yourself out. Fusions are
always fun to play when there's nothing at stake.
Tournament Play:
Enh. Too many
Magic Jammers/monster removal cards floating around.
Your THTD won't last 30 seconds in this environment.
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