Yes and No at the same time. Yes, Jaden had over 30 Extra deck monsters, but he (and all other protagonists in the franchise) has over 40 cards in their MAIN deck. It is just that they change some cards off-screen.
@@DaakkuuYRS There's one particular duel where due to playing against a mill opponent people counted and concluded Judai was running with 42 cards in that one particular match. And yes, they also bring up that he changes his deck around every so often.
It wasn't mokey so much as Lebowski or whatever his name was. Dude was a hippie who had a very lax effect on everyone around him which is why he had to be isolated in a hidden chamber in the duel academy.
Real Killer HA! You fell right into my trap! I knew you would place magic cylinder on your field which is why I played this! Barrel behind the door! Now you take the damage instead of me! This duel is over!
I remember when I didn’t know what fusions were and then my buddy whipped out blue eyes ultimate dragon and it left me confused why you would sacrifice half of the attack of the 3 individual blue eyes monsters
ah yes, Dark Flare Knight, a prime example of an anime moment in card form. As cool as it was, they kept pulling boss monsters out of thin air for that duel.
Would have been even slightly better if Flame Swordsmon wasn't a fusion, though the anime never treated him like a fusion, which was really annoying and confusing for kid me and my brother who were learning the game from the anime and had no idea why the purple monsters were different when the main one shown in the show wasn't.
@@kitsu1379 I heard that the story behind that was that before the anime was released, Flame Swordsman was in the game and, although it wasn't good the card artwork looked amazing so it became popular. I guess the people behind the anime thought that Flame Swordsman was awesome, but him being a fusion monster would be annoying to work around, so they made it a vanilla. It's like the reverse of Neos Wiseman.
@@qty1315 Well speaking as someone whose brother had Flame Swordsmans in his first deck, it is pretty cool looking. Tbh there's a lot of old cards that are fusions that need to be re-released as none fusions, like Flame Swordsmans, Mystical Sands, Flower Wolf ect (though if they could also re-release Mystical Sands as a spellcaster not a rock that would be great too, would make her actually usuable in a deck with Ancient Elf)
Even at the time, we had a lot of 1700 ATK beaters, and Lajin existed. There were way easier ways to get out an 1800+ beater on the field. But now I want to see an actually useful retrain of Flame Swordsman, preferably one that incentivizes running the original as well, kinda like how Blue Eyes decks specifically with Alternative incentivized players to run the original vanilla Blue Eyes.
You can't feel older than hearing "the extra deck used to be the fusion deck" and remembered that you played using that terminology... Where can I get an imposing walking cane?
You have to wait for the nearest tree to be struck by lightning, and then get the largest branch that breaks off the tree because of said lightning strike. That will be the universe's sign to you that you are now old in spirit. I got mine after remembering a time I rented VHS tapes from Blockbuster.
I remember getting Super Robolady from a card vending machine at a mall when I was a kid I was so perplexed by how useless this card was, I went online and looked up Super Roboyarou, and I was even more confused
The Fusion Deck didn't actually have an upper limit until it was renamed Extra Deck and Synchro Monsters debuted. Elemental HERO Inferno appeared in the manga, not the anime.
Actually, back when Magical Scientist was legal (especially during Yata-control days), Dark Flare Knight was used extensively because it was, at the time, the highest ATK fusion monster you could special summon with Scientist. It was part of the toolbox that also included Ryu Senshi, Dark Balter the terrible and possibly Thousand-Eyes Restrict. There were other niche uses for them too like summoning Dark Sorceror.
Dark Blade the Dragon Knight has the same attack and it can banish 3 monsters from your opponent's GY when it inflicts battle damage. Seems sus that Dark Flare Knight was prevalent.
You said what I was gonna say. Also, even though Mirage Knight saw very little play in competitive, it was sometimes used to get over bosses like Summoned Skull, Jinzo or Chaos monsters, since it was easy to get out just by ramming Dark Flare and taking a bit of damage.
@@Wannabechefguy Dark Blade the Dragon Knight was released in December 2004 in Rise of Destiny set, Dark Flare Knight was released in December 2003 in Dark Crisis, a full year earlier, so Dark Flare Knight was definitely used with Magical Scientist. I used it myself back then too, but it is true that it's not frequently seen, but there was a practical reason for its inclusion. In fact, Scientist spent 10 months as a legal card with Dark Flare knight before it was banned the first time, but only spent 4 months as a legal card with Dark Blade the Dragon Knight (in the TCG at least) before it was banned the second time.
I wish they would add more support for the ABC/XYZ Dragon archetype. It was always such a neat idea to me. As a kid I built an XYZ Dragon deck and I topped at locals so many times with a modified ABC structure deck when that came out. I’ve always thought they deserved more respect.
@@juri101 Get what you mean but refering to the comment. You can clearly see -Dinoster was for Dinomist -Ignister for Igknights And -Majester for Majespecter As support and lorewise
i was surprised to see this card on this list cuz i literally battled against this card for the first time TODAY on duel links lmao, i don't have a water dragon but let's just say my blue eyes white dragon beated the shit out of this card 😭
That's a shame about Robolady and Roboyaru. They look so cool and I feel like they could create a neat archetype centered around cycling through their fusions like that
One way to summon out Dragon Master Knight without using any of it's fusion requirements would be to have an extra deck containing it and blue eyes ult, use fusion tag on any face-up monster you control to make it's name become blue eyes ult for the use of a fusion, then use polymerization + any fusion substitute, and bam, one 5000 atk/def stick without any actual materials.
I am legitimately surprised that Chimera the flying mythical Beast did not make it on your list. considering it's only a ability is to summon one of his fusion material when it's destroyed. Plus is a level 6 monster with only 2100 attack.
Being able to bring back one of its materials when its destroyed is not a half bad effect since whatever monster gets brought back can potentially fend off one of your opponent’s attacks. It’s actually a decent effect, at least when compared to the other fusion monsters on this list.
Yeah, why not Warrior From Another Planet? C’mon, that effect ain’t half bad, at least compared to Super Robolady? Or are you implying she is actually half decent…?
@Jay Harv28 At least Mokey Mokey King has some decent support that can make it into a 3000-attack beatstick, and can bring out 3 monsters onto the field.
Konami releases an equip card that can only go onto a level 10 or higher fusion monster. The equipped monster deals piercing damage. If the equipped monster attacks an attack position monster, it is switched to defense position, and if it does, negates that monster's effects and reduces its DEF to 0 until the end of the damage step.
One of the worst effects in the game IMO. Nobody uses monsters in defense position, even before Links. It is just not worth to waste your Normal Summon on something that barely gives an adventage unless it is a Flip effect (which rarely used since it is so slow) But it is still a good idea for a video from you, to see which ones who have this effect that are decent at least.
2:55 It's weird to see how what is effectively messed up wording screws over a card. The Skull Servant archetype thrives on all of its monsters being named "Skull Servant" under specific conditions, and they aren't hit by the three card rule because it's not all the time. I believe Harpie Lady, Cyber Harpie Lady, Harpie Lady 1, 2 and 3 are also screwed over by the same conditions as Neo-Spacian Dolphin.
The Harpie Ladies had the excuse of coming from way before archetypes were even a concept, so Konami (or at least Kazuki Takahashi, RIP) thought that simply making cards copy each other's names was a good idea without considering the gameplay ramifications. Why Konami still hasn't errata'd them to work in a more sensible way is anyone's guess.
I think it should be made a rule that if a card has an effect that says "this card's name is also X" that it only applies when the card is in play, not when it comes to building the deck
skull servants have name effects. marine dolphin has a name condition. conditions are rule text that generally can't be ignored, and aren't at all like effects
In Duel Links they all have the ‘Harpie Lady’ condition i believe. Of course they dont have to print out a physical card so they can just edit it in, but at least theyve got it there
I remember constantly playing marine neon as a kid because it was one of the only neo-spaciest neo monsters I owned. I mean that’s changed since I was a kid but I still have that card in my deck for old times sake and I think I used a fusion substitute instead of the dolphin
As someone who was only recently introduced to Yugioh through Duel Links, its amazing to me just how many cards are out there and how many countless strategies can be used with combinations of monsters, spells, and traps. Also, as a big Dragon monster and Blue Eyes fan, I was really disappointed when I found out how difficult it was to summon a Dragon Master Knight.
I remember the first time I got Ultimate Dragon out on duel links. it's my favorite of all time so I was extremely happy 🤣 not my favorite deck but just my favorite moment from the anime as a kid lol. That game is addicting and if I wasn't broke I'd still be playing 😂
Dumb people are always astounded by combinatorial possibilities. Fact is, most strategies are shit. In every game. Always ends up being a Pareto distribution of the most successful results being overwhelmingly taken up by a small number of strategies.
Fun Fact: Yaro/Yarou is a Japanese word that can translate to "Punk" or "Bastard". Not only that, but in Japan, "Super Roboyarou" and "Roboyarou" are known as "Rare Metal Knight" and "Rare Metal Soldier". There's also a similar situation for the monster "Fireyarou", who is known as "Flame Devil" in Japan. Maybe this was a simple mistake and the localization team was going for something else. Also, for those wondering; "Robolady" and "Super Robolady" are known as "Rare Metal Lady" and "Rare Metal Valkyrie" in Japan.
It feels like there could have been some potential with the cards if they A.) gave them more support, and B.) didn't had a less strict restriction on their trade out ability.
@@dylanogg347 Yeah, I get the feeling what they were going for was Roboyarou attacks to open up the opponent and then you swap out for Lady to attack directly, so a more modern version would probably be for Roboyarou to have like 1500 ATK and double it's attack when attacking a monster and being untargetable for opponent card effects and immune to monster card effect, then it has the effect to swap out for lady, and lady would have pretty much the same thing but immunity to spell and trap effects, if you destroyed a monster with Roboyarou you could attack the opponent directly, and she would double her attack if attacking directly, throw on an ability to either tag out of remove from play for a turn if your opponent uses a card effect and there you got it.
Dark Flare Knight was used in conjunction with Magical Scientist! I want to say it was the monster with the highest attack you could bring out that way, which was good for beating over things. Magical Scientist was the ultimate swiss army knife monster in its time because depending on the situation you could grab a fusion that negated spells, one that negated traps, Thousand Eyes Restrict to eat something up or Dark Flare Knight for beats. Worth noting you can easily summon 3 Dark Flare Knights this way, which is a lot of damage!
In the GBA game "Reshef of Destruction," there are a lot of optional superboss duels you can discover entirely by accident. One of those duels is against Mokuba's bodyguard and since Reshef has broken duel mechanics that are inspired heavily on Series 1 Yu-Gi-Oh where it's not about how strong your beater is but the type attribute your monster is regardless of its Atk points, Mokuba's bodyguard actually uses D.Master Knight as his ultimate monster That means this dude is rocking 3 possible ways he can absolutely fade you. Black Luster Solider, Ultimate Dragon or this.
Dark Flare Knight could also be used as part of the old OTK with Magical Scientist and Catapult Turtle, as it was one of the highest atk monsters that met the lvl req of MS.
Hold on, Cybernetic Zone destroys the monster during your next standby after it comes back, so in order to attack with a monster whose attack was doubled by it’s effect you need to combo with something else to protect it, which just makes the card even worse.
I think the argument was that you could use Cybernetic Zone, bring the monster back during the End Phase, and then use the effect to swap it out for its counterpart, thus negating Cybernetic Zone's destruction effect and letting it be used as a hyper specific form of protection, or to let you just swap the monsters out faster. And that's assuming any of this would be allowed. Either way, It's still REALLY bad.
As a person who's been using sacred beasts a lot lately (Based on the uria deck since you can bring back floodgate continuous traps adn sending cont spells is a bigger loss so you might as well just cheat out Hamon and Raviel), you really don't wanna deal with summoning armityle. I do it for fun sometimes and it is really fun to just bring him back from graveyard with the continous spell but you rather have at least 2 of the beasts with different names on the field with the awakening trap so that your oppenent cannot activate their monster effs. That and the beasts have like 4k attack each soooooooo you don't really need the 10k beatstick. That being said though, the new spell and verte anaconda make summoning him a trifle matter.
Yeah but better make sure to one shot it or kill it immediately after so you don't have a 0 attack monster that can't be killed in battle, basically a permanent life point opening as long as its out.
@@thecrimsonfuckeralucardlor5087 Funnily enough, Dimension Fusion Destruction prevents you from taking damage in battles involving an Armityle summoned through its effect so that's not necessarily a concern.
Top 10 Ritual Monsters Top 10 Continuous Spell/Trap cards Top 10 Archetypes Top 10 Equip Spell Cards Top 10 monsters of a Type ( more represented ones like Dragons, Spellcasters, Warriors etc.) Love ur vids ;)
One of my coolest moments was using "Summoner Of Illusions" to bring out my "Blue-Eyes Ultimate Dragon." My opponent scoffed since it would only be around for a single turn. But then I used the effect of "The Light - Hex Sealed Fusion" to bring out "Dragon Master Knight," who would stick around a lot longer and win me the game.
I actually used Dragon Master Knight in one of the WC video games, since I had a janky fusion based deck and only needed a one of BLS and any of my fusion substitution monsters (king of the Swamps, Versago, Goddess with the Third Eye, etc.) and Polymerization to bring out a 5k beater. Was pretty fun back in the day.
I don't know why NEX wasn't special summon a Neo-Spacian of the same attribute and make the NEX versions have an effect closer to the contact fusion but with bad stats and then the NEX contact have effects closer to the double contacts
the sad thing is that they could acutally give retrains to the other NEX potential cards so we could have good NEX targets (like something crazy that, once per turn, while this card is on teh field, you can draw 2 cards), or something crazy that coul give protection or ability for neo.-spcains to destroy something or let you protect sutff
Dark Flare Knight was one of my favorite fusion monsters from the original series, this sounds crazy but I hope it gets support or maybe some new reprint that supports a DM or even a Flame Swordsman deck because that artwork is too good to let go. I did use this card for my DM Knight deck to make Prisma count as DM, but of course there are other cards for that.
King of the Swamp is such a useful card in a fusion-heavy deck. I'm surprised Jaden didn't have this card but it would have not fit with his Elemental Hero/Neo Spacian-themed deck they wanted to go for.
Elemental Hero Inferno was released prematurely. It had an additional effect in the manga in which you were allowed to take a spell card from your grave and add it to your hand after it destroyed a monster.
With regards to E-Hero Inferno, Jaden never used it or its materials in the anime (he focused on the vanilla heroes, plus Wildheart and Bladedge, and their assorted fusions). But he did make extensive use of the various effect heroes in the manga, which had a much different storyline.
The special summoning restriction on a majority of early E-Hero fusions is kind of excessive. Yeah, they probably figured at the time that constant revival might seem OP since that format was a lot slower and they did have miracle fusion, but they could have at least thrown a bone on a few more of the monsters. It would be a waste of time to do now, but if they errata those fusions to remove the special summon restriction, it might give a bit more variety to hero builds
Uh... King of the Feral Imps is ROTA on legs for your monster type... Vennominaga is a killer boss monster (if you can summon it)... and tsuchinoko is limited sooo yeah thats literally it.
You forgot to mention that Neos has another amazing "Fusion" card: Miracle Contact. Which, combines with Dale Dogra or Extra Foolish Burial, is a lot easier. Not saying it's an amazing play
I was actually recently playing through Yugioh GX Tag force 1 on my PSP for nostalgia purposes and I found a pretty efficient way to summon Dark Flare Knight. I built a spellcaster deck so I could tag duel with Dark Magician Girl... obviously, and realized I could use Metamorphosis on Dark Magician Girl to tribute her into Dark Flare Knight. The way the deck was built, DMG was summoned pretty often thanks to Magicians Circle or Magical Dimension so it was pretty reliable in the game as long as I could draw metamorphosis. I have no idea how modern Yugioh works, so I wouldn't know anything about the effectiveness or legality of the cards I mentioned in today's meta, but it was pretty fun to run this deck in the game.
Wouldn't the "During your next Standby Phase, destroy it" portion of Cybernetic Zone mean that it always destroys Super Roboyarou / Robolady? The extra-deck switch isn't a quick effect, right? So whether you use it during your turn or your opponent's turn, it gets brought out during an end phase & destroyed by your standby phase, before you have a chance to use the monster's effect. Or am I missing something? Seems nonsense though given that spell has this card in its artwork.
Turn 1 it gets removed, turn 2 it returns with its doubled attack, you use it, and then switch them out before the next turn where its destroyed. Right?
@@intensellylit4100 I don't think so Turn 1 (mine): I summon super robolady Turn 2 (opponent): I activate cybernetic zone, the opponent does his thing. During the end phase, super robolady returns, extra strong Turn 3 (mine): Draw phase, then immediately Standby phase; super robolady gets destroyed due to cybernetic zone
Yeah Cybernetic Zone is effectively worthless unless the monster has some way to not be destroyed by card effect, in which case you probably won't even need to use it as Limiter Removal would just be the better option for doubling the ATK of your machine monsters.
@@intensellylit4100 the 2x ATK is pretty much a defensive maneuver, as using Cybernetic Zone on your OWN turn will have either Super Robo return to the field with 2400 ATK while on the field during your opponent's turn. By the time it's your own turn, your Super Robo is destroyed after you draw a card. & Activating Cybernetic Zone on the opponent's turn "protects" your Super Robo for a turn by removing it, and it will return at the End Phase with 2400 ATK, but only until you are done drawing a card. Hopefully it would be another Cybernetic Zone, so you can quick-play it and do it all over again. There's also some old Trap that skips the Standby Phase entirely for a turn, bypassing the downside of not being able to use the 2400 ATK offensively.
Dragon Master knight is used in a very old style of deck known as World Fusion, which was created by an obscure but brilliant TCG player who used to rank internationally while using [mostly] budget cards and anti meta strategy (as opposed to Tier 0/1 decks with expensive cards). World style fusion can work consistently while running Blue eyes, dark magician, and red eyes in the main deck, so despite the prototype being made in 2006, it can easily use new support cards like the red eyes/DM fusion monster.
Marine Neos is also one of the best Grandmerge targets. Funnily enough, Neos Fusion monsters can also be revived from the grave, unlike regular HERO fusions.
Re: Armityle: Armityle was way more interesting in the anime where it didn't actually attack, in its very first appearance its effect was that it inflicted 10000 damage to a targetted enemy monster, essentially launching an attack in all ways without actually declaring an attack. Naturally this would be hell to implement in any way, shape, or form, so it was omitted. It also lacks the random "Eat your opponents field for a turn" effect that popped up once. I don't say having these effects would make it "good", but it would certainly be way more interesting. Re: Fusion deck: There wasn't actually a limit on Fusion Decks prior to becoming the Extra Deck beyond "you must be able to do it unaided", at least as far as I can recall. Re: Inferno: Manga only I'm afraid. And it kind of sucked there. Still, the GX Manga gave us Attribute specific E-Heroes like Great Tornado and Absolute Zero. Nova Master is basically them taking a mulligan on Inferno, as the E-Hero fusion that debuted immediately after it was Gaia, who was the first "E-Hero+Attribute" fusion monster.
I am forever disappointed that Armityle did not get a retrain in the sacred new structure deck. Having a banish all monsters on the field and perhaps better built in protection would at least make an already hard to summon monster worth bringing out.
It's kinda fun learning Yugioh through osmosis w/ these videos. Sure I don't know half of the terms in the beginning, but context clues get me there eventually.
@@matthewdodd1262 honestly it's not even that bad of an idea. Retarins have been super popular lately for nostalgia fans. Top 10 lists tend to be cop out regardless, and TDL just keeps doing it because it's what gets views, besides custom card stuff. Instead of his more original content.
7:00 I was mulling some ideas to make non-effect ritual monsters relevant again, and this reminds me of an idea from another RU-vid video I commented on (I altered the OG comment for here, so they’re _may_ be some writing goofs… I wanted to make a series of ritual/quick play spells that allow you to use non-effect ritual monsters and their proper spell from either your hand or deck, and confer one of three effects: Quick play and/or ritual spell: _Ritual Amplifier Type-N.E, B Series_ (Battle) _Ritual Amplifier Type-N.E, L Series_ (Legion) _Ritual Amplifier Type-N.E, R Series_ (Relinquish) So they all have the same first effect of: _Once per turn, if you have a ritual spell card for a non-effect ritual monster, you may also ritual summon that monster from your deck or graveyard, or if you have the ritual monster in your hand, you may also activate it from your deck or graveyard, but banish it after. After summoning a non-effect ritual monster with this card, you may confer the following effect: (And each ritual amplifier would have one of the three effects tied to it) _(Series B) The ritual summoned monster cannot be destroyed by battle, gains piercing battle damage, its ATK and DEF are increased by each other, and when it destroys a monster by battle it gains ATK/DEF equal to the different in ATK or DEF, and you gain an equal amount of life points (Series L) When you would summon a non-effect ritual monster, you may also summon up to as many non-effect monsters from your hand, deck, or graveyard with an equal level, and make any of them a tuner monster if they are not already such. Non-effect Ritual monsters can be summoned this way, and count as a proper ritual summon. You cannot summon extra deck monsters for the rest of this turn (Series R) When you would summon a non-effect ritual monster, you may instead banish facedown any number of the same monster from your hand, deck or graveyard to either gain LP equal to that monsters level X500, send a card from the graveyard or banish zone back to its owners hand, or destroy one card on the field and send it to either the graveyard or top of the owners deck, per ritual monster banished._ So let’s use the original _Black Luster Solider_ as the example non-effect Ritual Monster (being the highest ATK and level non-effect ritual monster that I am aware of) If we use _Series B,_ It cannot be destroyed by battle, gains piercing damage, both its ATK/DEF become *5500* each, and those stats increase by the difference in the stats of the monster it destroys while you also gain LP the same way (so destroying a zero ATK/DEF monster would give you 5500 LP while effectively doubling Black Luster Soldiers ATK/DEF in a best case scenario, and at 11000 ATK/DEF even heavy weight hitters like ten thousand dragon and armyntile are beaten into pavement lotion the moment they look at you funny)… _pair this with a card that enables multiple attacks💥_ If we use _Series L,_ ritual summoning Black Luster Soldier also allows one to summon up to *5* level 8 non-effect monsters from the hand, deck, or graveyard, of any types or attributes, and make any/all them tuners if I so wished, at the cost of not being able to immediately use them for extra deck plays. So let’s say I summon one BLS and three Blue Eyes, and a final level 8 non-effect monster of your choice, I could, next chance possible, fusion summon a Blue Eyes Ultimate Dragon or its other variants, and use dragons mirror to summon a second one immediately after (relevant to this video, I could fusion summon the OG ultimate dragon then fuse THAT with the BLS already on the field for an easy(ish) dragon knight), or go into any number or rank 8 plays, or have any number of high level tuners for synchro shenanigans, or just have a mess of monsters for link plays or just have a sturdy army/wall for battle…. Lot of options basically… And if I use _Series R…_ Well Rituals outside of Yu-Gi-Oh have plenty more uses then summoning monsters, and this taps into the idea of using rituals for other powerful effects. So I could banish facedown any number of Black Luster Soldiers from my hand, deck or graveyard to do any combination of A: increase my LP my each soldiers level X500 (so a respectable 4000 for just the one, or up to a whopping *12000* LP total if I use three BLS for the same effect, easily enough to stall or thwart most OTK attempts), send a card from the graveyard or banish zone back to the owners hand per BLS used, to recoup my own losses or muck up an opponents strategy if they need a key card dead or banished, or just destroy any number of either players cards equal to the number of BLS committed to said effect, and control where they go after destruction. The fact that the BLS’s used in this matter are banished facedown as a cost means it’s harder to abuse this too often.
Depends on the card text. If the card says "This card's name is also treated as "monster name" or "This card's name is always treated as "monster" then yes, you can only have three copies. Harpy Lady is the best example. You have Harpy Lady 1,2 and 3: Because they are always treated as "Harpy Lady", you can only have three copies between them (1 of each, 3 copies on 1, etc). On the flipside "Harpy Queen" is only treated as Harpie Lady on field and gy, so she does not count towards your "Harpy Lady" total. Hope you understand what I'm sayin.
@@Lh0000 The wiki explains it better. I guess a better way to remember is if it says "This card's name is also treated as "monster name" or "This card's name is always treated as "monster" then it is the same card.
Yes, but specifically to cards with the text, "(This card's name is always treated as "--------")," like Harpie Lady 1, 2, and 3, and not just monsters that get their name changed when they're on the field, like Cyber Dragon Core.
Armityle and all the sacred beasts are pretty great with fallen paradise and you don't take battle damage with Armityle if you summon it with the new fusion card
7:00 Here’s a good way to retrain this one: The materials could instead be ANY BLS monster, and ANY Blue-Eyes Ultimate Dragon variant It gains extra attacks (up to the number of materials used), it’s material cards effects and attributes if properly fusion summoned… OR if summoned with the OG materials, it instead gains 500 ATK/DEF for each dragon monster on the field, gains ATK/DEF equal to battle damage it inflicts AND you can choose one of the following effects per turn: You gain LP’s this turn equal to the battle damage this card inflicts upon your opponent, and may make an additional attack whenever this card destroys a monster by battle You may search a card that mentions fusion, ritual, BLS or blue eyes in its text once per turn You may destroy up to four cards on the field once per turn, but this card cannot attack the turn you use this effect
One thing to note with Dimension Fusion Destruction, it makes it to where Armytile doesnt take battle damage, and the field spell Fallen Paradise keeps it from effect targeting or destruction, making Armytile REALLY good in my own testing
They're not going to do anything to it for at least a few few formats. If there's a problem they'll just ban the other cards. Exact same thing they did with Needl..er Halqlifribrax.
Anaconda isn't gonna be touched until dragun of red-eyes comes out, and even then, that card is nowhere as good in the tcg format compared to the ocg's focus on control and playing around 3 maxx c.
Dimension Fusion Destruction actually prevents armityle from taking damage when his attack is decreased down to zero so it actually is worth it to bring him out especially with the new version of Armityle that came out a couple months ago that lets you banish all of your opponents cards on their field and then special summon out regular Armityle to otk your opponent. Armityle is not a bad fusion monsters with it's support
@@shis1988 Armityle Turbo generally doesn't even bother summoning them when you can just dump the Sacred Beasts with Salamangreat Almiraj and Chaos Core and then link into Anaconda to cast Dimension Fusion Destruction from deck (or at least, you *could* do that before Anaconda finally got banned). Granted, it's still not a great deck and Armityle is still probably worthy of a low spot on the list (especially given that nowadays any deck that can put two level 4s on the field and is willing to include a Garnet can easily spit out a 10000 ATK beater, and because Anaconda got banned), but it's something.
I remember when the game first came out and only one set had polymerization. It was frustrating giving the large number of fusions, whether good or bad.
When talking early "Hero" cards, the benefit was to be able to sp. summon more than one at a time. If you were to pop a fusion card, you could bring out Mudballman for an instant wall, and there's this beautiful little card called "Fusion Weapon." It boosts the attack of L6 or lower fusion monsters by 1500. Imagine having a monster with 3400 attack in one turn after having an empty field. In terms of cost (given the nature of the "Hero" strategy), that's only a cost of two cards, the fusion and the equip card. Using the fusion would grant you a decent defense with just one card while using the equip card on it lets you bring out a game-changer in a tight spot.
yes but minus 1 with a mediocre beater thats vulnerable too back row pop isn't worth it plus you still have to run bubble man and clayman in your main deck which aren't the best cards to begin with
@@justanothercommenterwithan9089: I'm inclined to agree with Bubbleman, but Clayman has 2000 Def. When building a deck, my general rule of thumb is most bang for your buck. When it came to L1 to L4 monsters, I never sank lower than 1700 attack unless their defense or effect made up for it. I have a deck strategy built for removing from play to counter the 4 clones in WC 2009. In it, I avoided Banisher of the Radiance like a plague. This was for 2 reasons: 1) Banisher of Light had the same effect. 2) Banisher of Light had better points for the cost requirement. As such, Banisher of the Radiance was dubbed "dead space," which is something you want to avoid when facing Kalin in WC 2010. Each card is judged based on their immediate non-combo value of whether they are useful if they are the only card in your hand. In basic dueling, Clayman makes a nice insta-wall for first turn actions if you have nothing else. It may not be much in tournament play, but those psychos tend to go for the cheapest victories possible, and they will milk winning strategies until the judges ban cards to make them mix it up. No imagination or principles, and their crap ruins it for the rest of us by making cards in the cartridge games banned. I'll never forgive them for making it so Glad. Beast Bestiari got limited to 1 per deck. No lie, that was one of my favorite cards in the whole strategy and limiting it made it too easy for my opponents to nuke a vital piece of my strategy. I hate the toe-shooters in the tournaments for how they ruin it for the rest of us just for a cheap victory; too many Obelisk-Blue Chazzes and almost no Yusei Fudos.
@@DarkPegasus87 ok but running a normal monster for a hyper specific combo even with good defense isn't worth it there's a reason the term garnet exists and thats for a way better combo than mudball man and fusion weapon you'd be better off saving your extra deck space for better cards than running mudball man and cluttering up your main deck dexk with the materials and don't be mad at competitive players for getting the most bang for their buck and definetly don't insult the creativity of competitive players it isn't easy making a viable deck from scratch just try make the best deck you can with no deck list and enter a tournament with one you won't make it very far and i'm a hyper casual myself for the record
@@justanothercommenterwithan9089: It's not about "casual" for me. In Runescape terms, I'm skiller before slayer. I'd rather find a way to earn the most versatile benefit for a single task than level up Slayer and buy my way to max. I like making unusual deck ideas that achieve little surprises like using Rising Energy on a monster right before my Blast Sphere blows it up. I still remember that crappy AF deck suggestion for beating the 4 clones in WC 2009. It consisted of Man-Eater Bugs and Needle Worms, and other cards of equally cheap effects. It was very luck-based and prone to error. I chose to power through until I learned their deck strategies. Once I did, I studied their general card layouts and outlined their strengths and weaknesses. That's where my Remove from Play deck "Dimensional Exile" comes from. And, I'll tell you this; the first time I used it was auto-pilot through those four opponents. The Lightsworn duelist threw his deck out; which was hilarious AF! The "Ice Barrier" duelist was a minor pain, but his Gravity Bind kept his L6 synchro from attacking. As such, he didn't waste the cards to return my monsters when Gren Maju da Eiza could be re-summoned without cost and with increasing attack strength. All I had to do was use my effects to remove my own cards from play, one by one, until I could blast that monster. So long as Pyramid Turtle never went to the graveyard, the zombie duelist wasn't a threat, and the "Dark" duelist was barely worth more than the Lightsworn duelist. There's a lot to be said for building a deck strategy for a task instead of winging it for the sake of cheap victory. What bugs me most is how my favorite cards got banned/limited because others abused them. Because of that, my own ability to enjoy the game was being handicapped. It's a sobering thought that other peoples' choices can destroy your ability to enjoy a game you used to like a lot. It's like finding Heaven when I come across a game that can hold my interest, and they set fire to my heaven one abused effect at a time. How do you even tell someone to make new strategies when they'll never get to keep those strategies; that they'll always have to be on the move and never allowed to settle down and enjoy themselves? It's like being told to make new friends when you're just going to move again. Ball-bronzers ruin everything.
@@justanothercommenterwithan9089: Basically, I just want to play and enjoy myself, but my brand of fun is directly undercut by their lack of self-respect. It's the cheapest tactic to burn an opponent before they can get a move while hoping for luck. It takes no skill; the deck almost plays for you. To me, that defeats the purpose of you actually dueling.
What if you have 3 Dragon master knight? I know it says "it gain 500 ATK of dragons except for this card." Which somebody will say "Wait, it's a dragon type monster." Or "It doesn't gain it's copy."
There's one thing bugging me about the aqua dolphin, if you summon him and use his effect, then use NEX to summon his evolution, can you use the effect again? If so, can Marine Neos use his effect in the same turn as well? I mean, sniping 3 cards must be pretty good
Marine Neos might be easier to bring out in a Tearlaments HERO build since dumping King of the Swamp clears the extra deck monster name requirement, and that deck runs 3 Swamp to begin with. It would mean that you would have to have Neos in your GY though, so you couldnt always bring it out unless you got Swamp out during an excavation and then used Branded Fusion to dump Neos into the GY to bring out Albion the Branded Dragon, which would require running a small Albaz package.
Even with that build you can't summon marine neos because it doesn't fusion summon and contact fusion is not fusion summon. And yeah contact fusion is unofficial term. But you can use instant contact to bring marine dolphin and somehow have neos on the field to contact fusiom or have neos in your GY to activate miracle contact, or use instant contact and neos fusion to summon marine neos but be sure to special summon before activating Neos fusion, because it's restrictions
The summoning restrictions on HERO monsters are the most annoying and worst thing on them and I have that weird feeling that the only reason it happened was because in the anime no opponent of Jaden has ever revived his monsters even though they usually have been the strongest, which is still not a justification at all considering that barely any opponent ever has revived a monster from a main character.