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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Shaddoll Fusion
- #DUEA-EN059

Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn.

Card Ratings
Traditional: 2.55
Advanced: 4.00 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
Aug. 21, 2014

Back to the main COTD Page



This is what Gishki Aquamirror wants to be when it grows up.


Shaddoll Fusion


To summon Midrash/Winda, you can basically trigger two of the following effects.


Beast: Draw 1 card

Dragon: Destroy a Spell/Trap

Squamata: Send another Shaddoll from the deck to the graveyard (circular, I know)

Falco: Summons itself in face-down Defense Position.

Hedgehog: Add a Shaddoll from your deck to your hand.


A pretty diverse set of effects and you get two of them!


If you want to summon Nephilim/Construct, you'll send a LIGHT to the graveyard (like Wulf or Felis) to trigger their effects.  But otherwise, Winda gives you more bang for your buck.


This card is the backbone of the Shaddoll deck, and you would want to do whatever you can to draw into it early game, or else you'll have a rough going against tough tier-1/tier-2 decks.




Power – 5/5 ; Fuels the Shaddoll engine, gives you a powerful fusion, fills your graveyard.  This is what makes Shaddolls good.


Versatility – 4/5 ; If your opponent has no Special Summoned monsters, you would want to save this card for later.  You'd be missing out on a free +2 otherwise.  Aside from that, it's amazingly versatile.


Dependability – 5/5 ; A pretty self-sufficient card.  You'll almost always have Shaddolls in your hand and your deck, unless its late game, but still.


Card Advantage – 5/5 ; If you discard from your hand, you 1-for-1 due to the Shaddoll effects which activate in graveyard.  Probably even +1 when you factor in Winda/Midrash.  But if you are able to send cards from the deck, then this card becomes a +2/+3 and that's insane.


Speed – 5/5 ; Activate it during your Main Phase 1.  Yes, when it comes to removal, spells are slow.  When it comes to special summoning, Spells are really fast.




Traditional – 3/5 ; Shaddolls might be advantageous enough for Traditional, but they're still a long shot.

Advanced – 4.75/5 ; Shaddoll decks must use 3.

Mechanic Design – 3/5 ; The powerful spell the archetype needed.  Fun to use.  Not exceptionally designed though.


Artwork – 4/5 ; I love the blue/purple dark/cool color scheme to this.  Diamonds in the air, beneath a dark vacuum of space.  I like it.



Uber powerful Fusion card that will put Shaddolls on the map.


Shaddoll Fusion is the groundbreaking new fusion spell from Duelist Alliance. It works similar to polymerization in its first effect. The difference here is if your opponent controls a monster that was special summoned from the extra deck, you can also use monsters from your deck as fusion material. That means if your opponent controls an extra deck monster, you have the option to send materials from the hand, field, or deck in any combination. The versatility this card allows is unparalleled in regards to other fusion options, and is one of the reasons it has propelled Shaddolls to the top, with ease of use and flexibility this card offers.

Also take in to account this card is searchable via Shaddoll Hedgehog, and you see how consistent this option becomes for the Shaddoll duelist. When fusion material shaddoll monsters are sent to the graveyard, you will also receive the effects of the shaddoll monsters that activate when sent to the grave by card effect. And if your opponent controls an extra deck monster, you can choose between every shaddoll monster belonging in your deck, giving you a plethora of effect options at any moment. This card helps you + in resources considerably, and absolutely helps secure shaddolls as one of, if not the best archetype this format.



Traditional – 2.0/5 

Advanced – 4.25/5 

Mechanic Design – 3.5/5


Artwork – 4/5 

T-REX Shaddoll Fusion
This card is essentially like a Polymerisation… Unless your opponent controls a monster that was Special Summoned from the Extra Deck, then you are able to perform a Fusion Summon of a Shaddoll monster with monsters from not just only your Hand and Field, but also from your Deck as well, something that could help you out if you were to not have the correct or enough monsters in hand.
As the opponent there are however ways to play around this, firstly you could Chain a Compulsory Evacuation Device to return a single Extra Deck monster or you could use Book of Moon to flip your Extra Deck monster face-down, in which instance it’s only counted as a Special Summoned monster but not from the Extra Deck… Weird rulings! In both instances you’d be able to prevent your opponent from using monsters from their Deck in order to perform a Fusion with this card.
That this card potentially avoids the normal minus associated with Fusion Summoning, more than makes this card good enough, sadly it’s Archetype specific so it’s not something that benefits Fusion as an overall mechanic.
Traditional: 1. Don’t see any use for it here really.
Advanced: 3.5. Good card that could even be a “Live” topdecked card. For the Shaddoll Archetype, this is essential.

Shaddoll Fusion

Today we look at the infamous support card for probably the most infamous archetype to come out of Duellist Alliance; Shaddoll Fusion! Even before this set came out there was talk about how broken this archetype was and how broken this card is, but is this all pre-release hype or is there something to this card?

At first glance this seems to be a restrictive version of Polymerization; it does the same thing as Polymerization in the fact that it Fusions Summons a monster from the Extra Deck using card fro your hand or graveyard, but it only works for Shaddolls and you can only activate one of these per turn.
However one of the things that makes Shaddoll Fusion so dangerous is its second effect. The the opponent has a monster that was summoned from the Extra Deck, you can use Monsters in your Deck as Fusion Material. This allows you to fusion summon even if you have no other cards on the field or in your hand. Of course since most decks use the extra deck, this is an easy effect to get and effectively allows you to choose the right Fusion Monster for the right occasion.

The other thing that makes this card so dangerous is the fact that is Fusion Summons. Shaddoll Monster have effects that only activate if the monster was sent to the Graveyard by a card effect. Since Fusion Summoning sends cards to the graveyard via a card effect, it guarantees the activation of any Shaddoll grave effect as well as getting out a strong Fusion Monster.
Overall, a must for Shaddoll decks, the only reason you wouldn’t be running multiples of this in a Shaddoll deck is because you don’t have enough.

Traditional: 3.5/5
Advanced: 4/5


Hello Pojo Fans,

Shaddoll's personal Polymerization card. Can only play one per turn, but if your opponent has a monster that was Special Summoned from the Extra Deck, then you can use materials from your deck for the fusion as well. Regardless of where you get your materials from, this card is going to send at least one Shaddoll monster to the grave and activate its effect. If you are in a top-decking situation and find yourself against a monster that was Special Summoned from the Extra Deck, this can be your saving grace.

As of the this moment there are only two Shaddoll fusions: Light and Dark attribute fusions. The dark is going to activate both Shaddoll monsters you use, while the light attribute could combo with further plays. Lightsworn Shaddoll could use Wulf from the deck and get a free Special Summon or send the fourth Lightsworn for Judgment. Light monsters run in a Shaddoll deck could be sent to the grave to provide fodder for Chaos-based monsters like Black Luster Soldier- Envoy or Chaos Sorcerer. A nifty combo one could do would be to play Instant Fusion, Special Summon El Shaddoll Winda (considered Fusion Summoned by Instant Fusion), Shaddoll Fusion it with another Shaddoll monster for another El Shaddoll Winda, and get back Shaddoll Fusion and activate the other Shaddoll monster's effect.

The opponent can stop you from using monsters from your deck in addition to your hand and on the field by either turning their Special Summoned Extra Deck monster face-down, or removing it from the field, forcing you to use the monsters on your field or in your hand. Also, it goes without saying, if a monster that was Special Summoned from the Extra Deck is turned face-down or leaves the field, only to return, then it is no longer considered to be “Special Summoned from the Extra Deck”.

This card is needed in 3's in the Shaddoll deck, but will be even better come next set when two more fusions are given to the archetype. With fire and earth attributes then in the fold, things will become interesting.


Until Next Time

Terrorking You know what really grinds my gears? When someone takes a story that was cool, but keeps adding unnecessary detail to it in the form of inferior sequels and pointless continuations that does the original story no service. No, I'm not talking about Legend of Korra, I'm talking about the Duel Terminal storyline. Hip-hip-hippo.

Hello and welcome to Terrorking's review of Shaddol Fusion. See, ​Shaddol Fusion is what happens when you design a card so that you can never minus... even though the entire archetype already doesn't minus. I'd say this card is proof that Konami uses Magic 8 Balls to determine where to take their card design. That is, I suppose, implying that Magic 8 Balls can make decisions this awful. I am sorry, Magic 8 Ball.
Now for the actual card. Remember how yesterday I mentioned how the only way to play Yu-Gi-Oh these days is to use the Extra Deck? Well this card lets you Fusion Summon using monsters from your deck if your opponent has a monster that was summoned from the Extra Deck. That means you can generally summon a really powerful monster at no loss to you in card advantage, which also fills up your Graveyard with monsters that have effects that trigger when they're sent there. What this means is you usually get pluses just from summoning powerful monsters for no cost.
This card is one of the chief reasons Shaddol is a dominant deck in the regions where it was already released, and keep in mind those regions have powerful cards like Trishula and the Dragon Rulers (not limited) running around. This is a must for the Shaddol deck. Yeah, a must. Your quote for the day:
"Sorry you need to draw or search your materials usually. We understand how hard that is and would like to alleviate your stress. Here, have this."—Konami 
Advanced: 5/5
Traditional: 4/5
Mechanical Design: 1/5. Abysmal card design.  


Because the Shaddoll monsters focus around Fusion Summoning, Shaddoll Fusion is the core of their strategy (well, actually, another card is their Core, but whatever). In terms of function, the card is pretty much a themed Polymerization with quite a few extra perks to it. Being a “Shaddoll” card means it’s searchable by the second effect of Shaddoll Hedgehog and retrievable by the Graveyard effects of both of the Fusion Monsters and Shaddoll Core.

What truly makes Shaddoll Fusion stand out though is its ability to use Fusion Material from the Deck as long as your opponent controls a monster summoned from the Extra Deck (this includes Pendulum Monsters). This is huge, since so many Decks in today’s metagame make good use of the Extra Deck. The threat of Shaddoll Fusion means that the opponent will either have to play without it and use weaker monsters or gain access to their stronger monsters but run the risk of getting punished for it. It also makes the Shaddoll mirror match quite a mindgame, because whoever Fusion Summons first runs the risk of being put in a difficult spot.

However, at higher levels of play you’ll find that most people will respect the existence of Shaddoll Fusion and will generally try to avoid using the Extra Deck unless it’s needed; Decks like Sylvan, Mermail, and HAT can all play without relying on the Extra Deck, and therefore can give Shaddoll a tough time by cutting off the Main Deck as a resource.

Shaddoll Fusion is somewhat easy to get around if you play your cards right, but it is still pivotal to the Deck’s strategy. If you’re running the Deck, you must run 3 of these (at least until we get its brother in the next set).

Traditional: 3/5
Advanced: 3/5


Shaddoll Fusion is a key card, if not the card, of the Shaddolls. It works like Polymerization does, but it has an extra effect. If your opponent controls a monster that was special summoned from the extra deck, you can use monsters in your deck as fusion materials and send them to the grave. Wow. That is damn good.....a little too good. Mainly because there are a few monsters that (Depending on which Shaddoll fusion monster you plan on summoning) you might want to go straight to the grave. What really makes this card good is you can use it to plan ahead. Like for El Shaddoll Constrict, you can send Lightsworn Wulf from the deck to the grave, and just like that, you get two monsters instead of one. Winda, you can put Plaguespreader to use later and so on. The only downside to this card is your opponent has to control a special summoned monster from the extra deck If you plan on using Shaddolls and their fusions, this card is a must, no questions asked.

Traditional: 2.5 (I can see them doing ok here)
Advanced: 3.5


Thursday - Shaddoll Fusion

Hey guys, sorry I've been quite busy lately! I missed some of the best new cards in the set which I regret a lot! But today we have Shaddoll Fusion, potentially the best Spell card from the new set. To start of its Archtypal so it automatically has a place in the new Shaddoll deck, which will most likely be the deck to beat this format. First of all, its a fusion spell. Pretty balanced inherent minuses etc etc. But wait. If your opponent controls an Extra deck monster, then you can send your materials from the deck instead of field or hand, making it an easy +2. It completely changes the way your opponent plays against you, bad players will make it easy for you to access your extra deck for little cost, while good players will hold out as long as they can to try make you minus. Next, Shaddoll Fusion is not a cost, so it triggers any and ALL Shaddoll effects that trigger when sent to grave, mitigating the "costs" in the right gamestate. Theres not all that much more to say about the card, its weak to Vanity's Emptiness and other floodgates, opponent will always break even off of Maxx "C", a lot of different situations can make its second effect fizzle etc

Power: 4 - Regardless of whether you use the first or second effect, you are gaining HUGE momentum on the opponent.

Versatility: 4 - You can trigger whatever effects you please when you resolve this, making it a huge problem solver.

Dependability: 3.5 - Its usually easy enough to resolve when you first draw it.

Card advantage: 5 - No brainer right here.

Speed: 3.5 - Getting this card to hand is the biggest issue.

Traditional: 3/5 - Can solve huge problems going first vs. FTK/OTK decks in Traditional format.

Advanced: 4.5/5 - Completely changes the meta game and other decks have to start looking for new answers to El Shaddoll Winda in the main deck.

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