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Gem Treasure Fusion


ABC Gun

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Artwork for this card done by https://www.pixiv.net/member_illust.php?id=165680 please support them when you can
 
 
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Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing monsters from your field or GY as Fusion Materials, and equip this card to that monster. Once per each End Phase, banish the equipped monster unless you banish a number of monsters from your field or GY equal to the Fusion Materials used for its Fusion Summon. If this card is no longer face-up on the field, banish the monster this card was equipped to from your field or GY. If the equipped monster's effect is activated, or if it declares an attack on an opponent's monster; your opponent can discard 2 cards to negate this effect, otherwise draw 2 cards. You can only activate 1 "Gem Treasure Fusion" per turn. You can only control 1 face-up "Gem Treasure Fusion".


​An Equip Spell and generic version of Miracle Fusion. It comes with a heavy cost, you can only activate and control 1 of these per turn or at a time, and this card could be banished during the End Phase if you don't banish a number of other monsters equal to the Fusion Materials used to Summon it or if this card is not face-up any more (yes that means destroying it, bouncing or banishing it, or even somehow Setting it face-down). The plus side is that if you activate any effect of the monster Fusion Summoned with this card or if it attacks an opponent's monster, your opponent has the choice to discard 2 cards to negate the effect, or let you draw 2 cards. Any Deck that relies heavily on Fusion Monsters needs a bare minimum of 2 of this card, it uses monsters on the field AND the GY for Fusion Materials so you don't have to worry about going negative, and it can replace the flavor of the month "Pot of whatever" Spell Card for drawing cards, unless your opponent feels like losing their hand. Just be careful of any MST-like cards that can destroy Spells or Traps, as it will make drawing cards (or ruining your opponent's hand) that much more difficult to accomplish, and will mess with you as well.

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An interesting card, I like the concept and am under the impression the cost is only fair ... would it not be for the random, out of place draw 2 or discard 2 effect, not to mention it not having a restriction on it is ridiculous, is it really necessary to turn a more generic (however equip reliant, at least the turn it is activated) miracle fusion into a snatch steal type of overpowered equip spell ? I suggest you remove that part, considering it really has no place on a generic miracle fusion (and thus +-0). Except for that flaw I really like the concept and your execution of it.

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