Synchro Summoning - SplashBeast

Synchro Summoning – Yugioh Rulebook

Intro

Synchro Summoning is a way to gain consistent access to powerful monsters that are always available.

Synchro Summoning - Trishula, Dragon of the Ice Barrier

Synchro Summoning solves a problem found in tribute summoning, fusion summoning, and ritual summoning. These other forms of summoning were clunky, you needed each piece in order to make them work. With the invention of Tuner monsters, the barrier to powerful monsters was almost eliminated.

Dinomist Deskbot

Dinomists and Deskbot 001?

I’m considering what to do about regionals. I’ve been playing Dinomists for a few weeks now and really like the straightforward nature of the deck. It’s power comes from two abilities: one that negates an effect that would target Dinomist monsters and one that negates an effect that would destroy Dinomist monsters.

Dinomists only use two core game mechanics: attacking and pendulum summoning. So in order to cover their vulnerabilities, you have to look outside the archetype for support. And since I don’t have Cyber Dragon Infinity, here are some of the other things I’m considering:

Deskbot 001

Deskbot 001 for Dinomists Tuner

Deskbot 001

Deskbot 001 gives Dinomists access to synchro summoning. This card comes out of the graveyard with almost every pendulum summon. The extra 500 attack and defense it gets for each machine-type monster can make it a pretty big beatstick.

There are 3 synchro monsters of note that Deskbot gives you access to:

Metaphys Horus

Metaphys Horus for Dinomists Extra Deck

Metaphys Horus

Metaphys Horus has a tidal wave of effects. Syncroing with a Level 5 Dinomist monster allows you to negate the effect of a face-up card (monster, spell, or trap) and you gain control of an opponent’s monster. It’s disruptive, something Dinomists could use.

The only issue is that it has relatively low attack, and won’t be covered by Mist Armor or the field spell, Dynomic Powerload.

Ally of Justice Catastor

Catastor for Dinomists Extra Deck

Ally of Justice Catastor

Deskbot 001 and any Level 4 monster gives you destruction for monsters that can’t be destroyed by battle. Since Dinomists are attacking focused, this helps to expand their battle phase options.

Trishula, Dragon of the Ice Barrier

Trishula for Dinomists Extra Deck

Trishula, Dragon of the Ice Barrier

A little excessive, but it’s powerful, so whatever. Deskbot 001 and 2 – Level 4 Dinomist monsters make Trishula. It’s disruptive and has OK attack.

Dinomists have a crowded Pendulum Summon

All of these options occur after a pendulum summon. That way, you get Deskbot 001 for free. But I don’t like the idea of having all of these decisions to make. They all crowd the pendulum summon, making its success that much more vital.

Fortunately, Dinomists have a really solid defense if they choose to sit around and wait. Mist Armor and the field spell protect them, and as they gain more field presence, they become pretty scary.

 

Are you running a Dinomist deck? What have you done differently to deal with problem cards? I want to know what you’ve done to make the deck your own, so leave a comment. Or, you can also reach out to me on twitter @mattcarterwa .

 

 

 

Blue Eyes Splash

Blue Eyes Support – Deck Testing

This new stuff is fun. I was very inclined to put together a Blue Eyes deck after having so much fun with the Dark Magician support that released a while ago. The main difference is that this new Blue Eyes support drops 3000 attack monsters everywhere, like an unrelenting tide of dragons trying to drown the opponent. Mix in my own brand of entertainment, and shenanigans ensued.

Ancient White Stone

Ancient White Stone

Ancient White Stone

During the end phase it gets sent to the graveyard (in any way), it special summons a Blue Eyes monster from the deck. I usually like to grab White Spirit Dragon first. I like to have it accessible early on for graveyard recovery cards. Ancient Stone can pull out the Normal Blue Eyes, Blue Eyes Alternative White Dragon , and White Spirit Dragon.

Ancient White Stone’s second effect banishes itself from the graveyard to add a Blue Eyes monster from your graveyard to your hand. This is most important for Blue Eyes Alternative Dragon because of it’s inherent special summon condition of revealing a Blue Eyes. So either you grab Alternative B or Vanilla B, depending on what you need.

White Spirit Dragon

White Spirit Dragon

White Spirit Dragon

Probably the second most fun card of the new support, and the most interesting. White Spirit Dragon is an effect monster that is treated as a normal monster in the graveyard and is always treated as a “Blue Eyes” monster. It can be brought out with normal monster support. This is important because it’s effect banishes a spell or trap card when it’s normal or special summoned. This effect is great for hitting active pendulum monsters.

Sad thing is, this effect is a”When/You Can” effect. So if it is summoned as chain link 2 or higher, it won’t get it’s effect.

It’s secondary effect tributes itself to special summon the vanilla Blue Eyes White Dragon from your hand. While not spectacular, it does help deter the opponent from using effects that target it. This effect also helps to maintain field presence. There’s no real reason why you’d want a real Blue Eyes on the field, since so many of these other cards are treated as Blue Eyes, but this effect adds to the feeling of an unrelenting Blue-Eyes assault.

Blue Eyes Alternative Dragon

Blue Eyes Alternative White Dragon

Blue-Eyes Alternative White Dragon

If this card had been made at any other time, it would have been so good. It’s inherently special summoned by revealing a Blue Eyes White Dragon, and once per turn, you can destroy a monster, but it can’t attack. It’s like a psuedo-Dark Armed Dragon. Because it’s kind of a fast card, it flows into Rank 8s and Synchroing really well. Its speed helps to ignore it not being able to attack.

Blue Eyes Spirit Dragon

Blue Eyes Spirit Dragon

Blue-Eyes Spirit Dragon

This level 9 Synchro Monster requires 1 Tuner and 1+ non-tuner Blue Eyes monster. It’s fairly easy to summon and has some pretty decent effects. The first is that neither player can Special Summon 2+ monsters at the same time. So basically, no heavy pendulum summoning. With only 2500 attack, this Spirit Dragon isn’t very threatening, so it’s not going to be attacking over and “locking away” pendulum monsters behind its own effect. It’s going to sit on its 3000 booty and try not to let anything get to you.

It’s second effect can go off during either player’s turn and lets you negate the activation of an effect that activates in the graveyard – pretty ok.

There is some fun business to be done with it’s third effect. During either turn, you can tribute it to special summon 1 Light Dragon-type synchro monster from the Extra Deck in Defense (except itself), but destroy it during the End Phase of that turn.

There are 3 monsters directly summonable by this effect: Azure-Eyes Silver Dragon, Stardust Spark Dragon, who both protect themselves from Spirit Dragon’s destruction effect, and Michael, the Arch-Lightsworn.

One monster, Crystal Wing Synchro Dragon, can be summoned with Michael and Maiden with Eyes of Blue.

It’s pretty good for what it does, except it’s attack is rather low. It seems too geared towards being a floater monster. On

Ignoring the Blue Eyed Keepers

With this new blue-eyes support comes 4 new with Eyes of Blue monster cards: a Priest, a Priestess, a Guard, and a Sage. They all “target an effect monster you control//send it to the graveyard to:” do something involving a Blue Eyes monster.

So they all target Maiden to set of her effect, thereby special summoning 2 Blue Eyes from various locations. But what happens if you can’t target maiden? You have to target another effect monster you control and send it to the graveyard. Rather than deal with that complexity, I just went straight for the blue-eyes monsters themselves. There’s just a wealth of support for them already.

Dragon Draw

Blue Eyes has some of the best draw support in the game, but I didn’t feel like it meshed well with the new support, or my play-style. Now with 2 Dragon-Tuners, Cards of Consonance becomes ever more viable. With so many new Level 8 Blue Eyes monsters, Trade-In seems like a great inclusion.

But what do these draw cards add, more Blue Eyes cards?

Trade-in provides a way to discard all of the heavy blue-eyes monsters and sets them up for graveyard recovery cards like call of the haunted and Silver’s Cry. But Cards of Consonance moves around tuners that you never want in you hand. I’m not convinced that the right direction to go for blue-eyes involves banking on drawing Ancient White Stone and White Stone of Legend to discard them.

Matchups

I didn’t get a lot of duels in to to really understand match ups. I played against Burning Abyss, Kozmos, and Machinas.

The Burning Abyss Match up is ok if Azure-Eyes got onto the field so that it can protect dragon monsters from targeting and destruction effects.

It was not super good against Kozmos. One thing I found interesting was with the fusion, Blue-Eyes Twin Burst Dragon. It’s a fusion of 2 Blue Eyes White Dragons, which can be done the traditional way (Polymerization) or inherently by tributing 2 BEWDs. It can attack twice if it attacks monsters, and it cannot be destroyed by battle. It also banishes monsters that aren’t destroyed by its attack. This 3000 attack double attacker helped wade through the Kozmo fleet of monsters.

My duels against Machinas didn’t provide much useful information, other than solidifying my strategy of focusing on Azure Eyes for protection and ramping-up offensively.

Final Thoughts

There is so much more to Blue-Eyes, I barely scratched the surface. I mean, I haven’t even touched Queen Dragun Djinn, Galaxy-Eyes Dark Matter Dragon, Heretic support, and the Blue Eyed Keepers. Overall, I think the strength of these 3000 attack monsters, the floatiness of Whtie Spirit Dragon, and the synergy dragons have in general, makes the Blue Eyes archetype a fun one. It’s hard to want more with so much support to play with.

Blue Eyes Deck of Testing

Blue-Eyes Testing

Blue-Eyes Testing

Monsters (18)
3 Blue-Eyes White Dragon
3 Blue-Eyes Alternative White Dragon
3 White Spirit Dragon
1 Elemental Hero Prisma
3 Ancient White Stone
2 White Stone of Legend
3 Maiden with Eyes of Blue

Spells (15)
1 One for One
1 Raigeki
1 Reinforcement of the Army
3 Trade-In
2 Dragon Shrine
2 Claw of Hermos
2 Mystical Space Typhoon
3 Silver’s Cry

Traps (7)
1 Mirror Force
1 Compulsory Evacuation Device
1 Birthright
3 Call of the Haunted
1 Solemn Warning

Extra Deck (15)
1 Blue-Eyes Twin Burst Dragon
2 Red-Eyes Black Dragon Sword
1 Time Magic Hammer
2 Azure Eyes Silver Dragon
2 Blue-Eyes Spirit Dragon
1 Cloudcastle
1 Crystal Wing Synchro Dragon
1 Michael, the Arch-Lightsworn
1 Number 38: Hope Harbinger Dragon Titanic Galaxy
1 Divine Dragon Knight Felgrand
1 Alsei, the Sylvan High Protector
1 Number 23: Ghost Knight of the Underworld

Duels Video:
Here’s a test drive of the deck against Dinomists, ironically.

Have you tried out any of the Blue Eyes support? What did you do differently, what have you liked about them so far? I’d love to hear from anyone who’s been playing with the new support, especially if you’ve liked the keepers. You can also reach out to me on twitter @mattcarterwa.

fusionsummoning

Fusion Summoning – Yugioh Rulebook

Fusion Summoning gives players the chance to combine two or more monsters into one that is generally going to be more powerful. Because of the risk involved in sacrificing monsters, the Fusion mechanic has gone from a playful and flashy adaptation, meant to appeal to fans of the show, to an integral component of some of the best decks. Here I describe the way Fusion Summoning works as a guide to help you decide what’s right for your deck.

Fusion Summoning: Basic Mechanics

A Fusion Summon is a type of Special Summon, a free summon, and does not count against your once-per-turn Normal Summon. Fusion Monsters are purple and kept in a separate deck, the Extra Deck. You can Fusion Summon as many times as you want per turn as long as you have Fusion Monsters to summon, unless a card effect restricts summoning.

The way a Fusion Monster is summoned looks like this:

2 (or more) Monsters
+ Fusion Event
   Fusion Monster

The “2 (or more) Monsters part is easy. On every Fusion Monster, it states what other monsters you’ll need to use as Fusion Material to summon it. For a Basic Fusion, which uses Polymerization, your monsters can be in your hand or on the field. More advanced fusions allow you to use material from almost anywhere. There are exceptions to every rule and game mechanic in Yu-Gi-Oh, but these are the general rules for Fusion Monsters that the game uses to operates.

Fusion Events

A Fusion Event is any action that leads to a Fusion Monster being summoned. There are 4 Types of Fusion Events:

Spell Fusion Events

Activating a spell and having it’s effect summon a fusion monster is by far the most common type of fusion in Yu-Gi-Oh. Take the oldest card, Polymerization, for example.

Polymerization - The Default Fusion Summoning Tool

Spell Card: Polymerization

A player wants to summon Gaia the Dragon Champion by using Gaia the Fierce Knight and Curse of Dragon, the two monsters listed on the Gaia the Dragon Champion card. They plan to use the spell card Polymerization.

Polymerization is played and, when the effect resolves, Gaia the Fierce Knight is taken from the field and Curse of Dragon is taken from the hand. Both are sent to the graveyard and Gaia the Dragon Champion is taken from the Extra Deck and played to the field.

This is considered a Spell Fusion. The Spell’s effect resolving is the event that causes both monsters to fuse. If a Fusion Spell (or trap effect or monster effect) is negated, the monsters you intended to fuse are left in their places. On the field or in the hand, monsters do not go to the graveyard unless the Fusion Spell resolves.

Other Fusion Spell cards include Shaddoll Fusion, Miracle Fusion, Power Bond, and Fusion Gate.

Trap Fusion Events

Activating a Trap and having it’s effect summon a fusion monster is not a widely used form of fusion in Yu-Gi-Oh. In fact, there are only a few ways it’s done, Pyroxene Fusion, Fragment Fusion, and Frightfur March. Let’s use Frightfur March as an example since its the most complex option we have.

Frightfur March - A Unique Fusion Summoning Counter Trap

Counter Trap: Frightfur March

Frightfur March is a multi-effect Counter Trap card.

A player has a face-up Frightfur Wolf and a Frightfur March set. The opponent targets the Frightfur Wolf with the Quick-Play Spell Book of Moon. Frightfur March activates.

The first effect, the negation effect, negates Book of Moon and destroys it. The next effect sends the targeted Frightfur Wolf to the graveyard. The final effect is a Fusion Event that Special Summons the level 8 Frightfur Sabre-tooth as a Fusion Summon.

This card breaks a rule of Fusion Summoning, kind of. Frightfur March only requires a single monster to summon a Fusion. Even though all Frightfur Monsters are Fusions, so this is technically a replacement, the card still does Fusion Summon a monster.

It does this by considering the Summom a Special Summon, then treating that Summon as a Fusion Summon. I’ll go into what happens with Special Summoned Fusion Monsters in the section Properly Fusion Summoning.

So now that we’ve done a Trap Fusion and seen that it follows the same process as a Spell Fusion, lets move on to Monster Effect Fusions.

Monster Effect Fusion Events

Monster based, or forced, however you look at it, Fusion Summoning is weird. It’s probably the least conventional methods of Fusion, but because of that, it might be the most interesting. Here’s an example of a Monster Fusion Event.

A player wants to summon Superalloy Beast Raptinus, which requires 2 Gemini Monsters to fuse, with the two Gemini Monsters on their field (Gemini Soldier and Gigaplant). However, they don’t have any spell or any trap that can create a Fusion Event. They summon Performapal Splashmammoth, which allows the player to Fusion Summon any Dragon-Fusion during their main phase.

The player activates Mammoth’s effect, which requires that this player’s Fusion Material be on the field. Since Gemini Soldier and Gigaplant are both on the field, the effect resolves, both monsters are sent to the graveyard, and Superalloy Beast Raptinus is Fusion Summoned – easy.

Inherent Fusion Events

An Inherent Fusion Event is one that does not require an effect to start the process. Simply having the material and declaring that you wish to fuse them is enough. These Fusion monsters will always say “Must first be Special Summoned (from your Extra Deck) by” and “You do not use Polymerization”, so they’re pretty easy to spot.

The interesting thing about these Inherent Fusions is that none of them are actually Fusion Summoned. These monsters are purple, yes, but their specific ways to summon them are strictly Special Summoning, so they avoid any cards that prevent Fusion Summoning specifically.

These Fusions are unofficially-ish referred to as Contact Fusions. You must control the material on the field, though the monsters do not have to be face-up. Face-down monsters must be revealed (not flipped) before a fusion event can resolve to allow both players to verify that the fusion material is valid.

Let’s look at an example.

Our player controls 2 monsters, Gladiator Beast Bestari and Gladiator Beast Darius. Bestari is set and Darius is in Attack mode. Our player declares that he’s attempting to Special Summon Gladiator Beast Gyzarus.

In order to carry out the Summon, the player reveals the face-down Bestari and, as stated in the card text of Gyzarus, returns both Bestari and Darius to the deck, then places Gyzarus on the field. All the steps of an effect based fusion are carried out with no need to activate another card to do it, the player met the conditions to make the fusion happen.

Inherent vs Effect Fusions

The main difference is that Inherent Fusions use up the cards immediately, as if the Fusion was successfully performed, so it’s a riskier. With an effect based Fusion, if your opponent negates the spell, trap, or monster effect that initiated the event, then it ends there, and you lose nothing but that initial card.

On the other hand, Inherent Fusions require one less card to be performed, they are more automatic because all that you need are the fusion material monsters on the board. However, there are only a handful of Inherent Fusions [Ritual Beasts, Gladiator Beasts, Chimeratech Fortress Dragon, Neos Fusions, etc], and their play-ability is very influenced by the metagame.

The summon of Inherent Fusion can be negated before they hit the field by cards like Thunderking Rai-Oh, Solemn Warning, and Steelswarm Roach. They can also be responded to by cards like Bottomless Trap and other cards that activate when a monster is summoned, while monsters summoned through the effect of another card have a little more protection. Their summon cannot be negated, only the effect of the card used to initiate the fusion event can be negated, but of course, once they hit the field, they are vulnerable to the same when-summoned traps.

Fusion Substitutes

The Light - Hex-Sealed Fusion

Example of a Fusion Substitute Monster

Fusion Substitute monsters provide a great way to quickly collect the fusion material needed. There are a few times where fusion substitute monsters cannot be used:

  • Inherent Fusions
    • These monsters always require that you control the Fusion Material monsters listed in their card text. If a fusion substitute monster can change its name, great, use it, but otherwise it is excluded.
    • And remember, Inherent Fusion monsters are Special Summoned, not Fusion Summoned, so there’s no reason for Fusion Substitutes to work for them.
  • Strict or “Closed” Fusions
    • When a Fusion Monster specifically states: A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters, Fusion Subs cannot be used.
      • Again, these types of Fusions require the fusion material to be of the same name as the ones listed in the card text.
      • It’s impossible to change the name of a card in your hand, but changing the name of a card on the field will make it a valid Fusion Material.

Fusion Alternatives

Cards like Instant Fusion and Cyber Stein, Magical Scientist and Summoner of Illusions can summon our purple friends from the extra deck without the need to have any of the fusion material.

Fusion Alternatives are all going to be Effect Based (Spell, Trap, Monster Eff) Fusions or Special Summons, and it’s important to figure out which type of summon (Fusion/Special Summon) the card is providing. For example, some monsters can be Special Summoned any way you choose, but must be Fusion Summoned in strict ways.

Properly Fusion Summoning

A proper summon of a Fusion Monster is when a player uses the Fusion Event method listed in the card text of a Fusion Monster (Polymerization, Contact Fusion, Strict Fusion) etc. Or, when that player uses a Fusion Alternative that specifically says the summon of a monster will be treated as a Fusion Summon (like Instant Fusion).

If a Fusion Monster is Special Summoned from the extra deck without undergoing a proper Fusion Event, it cannot be Special Summoned from the Graveyard or Banished Zone after it leaves the field. This restriction encourages players to properly use Fusions in order to get their full potential.

 

Questions and Comments

If any questions come up while your reading this, perhaps it’s of a specific situation or card, feel free to leave it in the comments or reach out to me on twitter @mattcarterwa. But most of all, if you found this article interesting or helpful, let me know in the comments or like the page!