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[Written] Final Fusion Shenanigans


Fukato

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This is an archetype ridden to abuse the 1 card known as "Final Fusion". A somewhat situational Trap Card that deals damage to both players equal to the total ATK of two Fusion Monsters who are battling. Now pair that up with "Battle Fusion" and what do you get? Undeniable suicide.

 

[spoiler=Monsters]

 

Conjurer Battlizer

WIND Machine Level 4

1500/1400

Effect: If this card is in your hand: You can Special Summon this card and 1 "Battlizer" monster from your hand, but you cannot Special Summon monsters for the rest of this turn, except "Battlizer" monsters. If this card is Special Summoned from the hand: You can add 1 "Polymerization" or 1 "Battlizer Formation" from your Deck to your hand. You can only use each effect of "Conjurer Battlizer" once per turn.

 

Specialist Battlizer

FIRE Spellcaster Level 4

1200/1600

Effect: (Quick Effect): You can discard this card, then target 1 "Battlizer" monster you control; double its current ATK until the End Phase. You can reveal 1 "Polymerization" in your hand; Set 1 "Battlizer" Spell/Trap Card directly from your Deck. Also, it can be activated this turn. You can only use each effect of "Specialist Battlizer" once per turn.

 

Combat Battlizer

WATER Warrior Level 4

500/1800

Effect: If this card is Summoned: You can add 1 "Battlizer" monster from your Deck your hand, but you cannot activate cards and effects with the same name as the cards added by this effect for the rest of the turn.

 

Shield Battlizer

EARTH Rock Level 4

100/2000

Effect: (Quick Effect): You can discard this card; "Battlizer" monsters you control cannot be destroyed by battle or card effects this turn. You can banish this card from your GY; Special Summon 1 "Battlizer" monster from your GY. You can only use this effect of "Shield Battlizer" once per turn.

 

Reprieve Battlizer

LIGHT Fairy Level 4

1500/900

Effect: When this card is Normal Summoned: You can target 1 "Battlizer" card in your GY; add it to your hand. During either player's Battle Phase: You can return this card you control to your hand.

 

 

 

 

[spoiler=Spells/Traps]

 

Battlizer Arena

Field Spell Card

Effect: Your opponent cannot activate cards and effects in response to "Polymerization" and "Battlizer Formation". Once per turn: The turn player can target 1 "Battlizer" monster they control; move it to a different Monster Zone. If a player's "Battlizer" monster declares an attack: That player can pay 200 LP, then inflict 200 damage to their opponent.

 

Battlizer Formation

Normal Spell Card

Effect: Fusion Summon 1 "Battlizer" Fusion Monster by shuffling monsters you control and in your GY to your Deck. If a "Battlizer" monster would leave the field, you can banish this card from your GY instead.

 

Battlizer Accommodations

Normal Spell Card

Effect: Fusion Summon 1 "Battlizer" Fusion Monster using "Battlizer" monsters on the field. You can only use this effect of "Battlizer Accommodations" once per turn. At the start of the Damage Step, if a "Battlizer" monster you control battles an opponent's monster: You can banish this card; negate the opponent's monster effects.

 

Re-Battlizer

Quick-Play Spell Card

Effect: Target 1 "Battlizer" Fusion Monster you control and 1 "Battlizer" Fusion Monster your opponent controls, then discard any number of cards; those monsters cannot be destroyed by battle this turn, also your monster can attack that target up to the number of cards you discarded. You can only use 1 "Re-Battlizer" per turn.

 

 

 

 

[spoiler=Extra Deck]

 

Battlizer Prince

DARK Fiend Level 7 Fusion

2500/2100

Effect: 2 "Battlizer" monsters

When this card is Fusion Summoned: You can Special Summon 1 "Battlizer" Fusion Monster from your Extra Deck to your opponent's field, ignoring its summoning conditions, but its effects are negated. Once per turn, if this card battles a Fusion Monster: You can shuffle 1 "Battlizer" card in your GY or 1 of your banished "Battlizer" card into your Deck; this card gains 1000 ATK until the End Phase.

 

Battlizer Princess

LIGHT Fairy Level 7 Fusion

2500/2100

Effect: 2 "Battlizer" monsters

When this card is Fusion Summoned: You can Special Summon 1 "Battlizer" Fusion Monster from your Extra Deck to your opponent's field, ignoring its summoning conditions, but its effects are negated. If this card battles a Fusion Monster: You can send the top 3 cards of your Deck to the GY; return this card to your Extra Deck, then Special Summon 1 "Battlizer" Fusion Monster from your Extra Deck, except "Battlizer Princess" (This Summon is treated as a Fusion Summon.).

 

Battlizer Dragoon

WIND Dragon Level 8 Fusion

3000/2400

Effect: 3 "Battlizer" monsters, including 1 in an Extra Monster Zone

When this card is Fusion Summoned: Place this card in the player's Extra Monster Zone that was used for this card's Summon. This card can attack all monsters your opponent controls, once each. Once per turn, if this card battles a Fusion Monster: Target 1 "Battlizer" monster in either player's GY; Special Summon it to your opponent's field.

 

Battlizer Warmonk

DARK Psychic Level 8 Fusion

2800/2200

Effect: 3 "Battlizer" monsters

Cannot be destroyed by battle. You take damage that your opponent would take with battles involving this card. Once per turn: You can discard 1 "Battlizer" monster; switch control of this card. If this card battles an opponent's monster: Halve that monster's ATK.

 

 

 

 

CnC?

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Alright, I think you're on to something, but first off I would make Final Fusion a support card rather than the card the Deck is based around. Instead of limiting yourself to a niche card, make sure it can just be used as a tech people can think around.

 

Nekomata reviews every individual card. I used to do that but with all the stuff I have to do I usually go into archetype intentions rather than try to fix every single card, so here I go:

 

  1. I would rather you not support Final Fusion in such an obvious way. Like I said before, it was never designed to be an archetype card, so you probably shouldn't be putting more thought into the card than they did. Instead, I would focus more on giving your opponent the Fusions rather than specifically battling against the Fusions. 
  2. I would get some more references from Battlin Boxers since that seems to be the veins of your archetype, which you already have a bit of. Utility with a side of hand trap, although I think you could make ALL THE MONSTERS have hand Trap effects. They're sent to the GY by Fusion anyway, so GY recovery could be a big part of the Deck that would go hand in hand with the Fusion Summoning and the Main Deck monsters. You might also want to add a "You can return this monster to your hand" that Honest has on 1 of them, and give that card the GY recovery effect.
  3. Does Summoning to your opponent's side of the field lock their Extra Monster Zone? If it does, this is WAY COOLER than you think this is. If this was the case then I would give them some conditioned abilities where they can move out of the Extra Monster Zones (so your opponent isn't completely locked out and you can Summon several in a turn if that's how consistent you make the abilities. If that's also the case, I would make it so Dragoon uses 1 monster from the archetype and 1 Monster in an Extra Monster Zone similar to the new Chimeratech, along with a Contact Fusion effect that Summons it to the controller of the Extra Deck monster.
  4. As stated on 3. I would give your Fusion Monsters more utility. They feel a bit incomplete without much to them. I would make them more involved with the Main Deck monsters themselves, whether that's returning monsters in your GY to the Deck as a Quick Effect to gain ATK after discarding the hand traps as a cost, not being able to be destroyed by battle, that other part where I said have them move to the Main Monster Zone (bonus if you can get them to move there without saying "Main Monster Zone" in the card text)
  5. The Spell/Traps, or just a Spell, is a bit lackluster. It isn't really involved in the archetype's theme of battling your opponent with Fusions, and supports Fusion Spells more than the archetype itself, even when you didn't give them a Fusion Spell. I would personally give them Contact Fusion and a pseudo-Super Polymerization, then have the Field Spell recover your archetype main monsters to your hand at the start or end of a battle including a Fusion monster. 

I look at this and I see there's a lot you could do with it, and I hope you do. While Final Fusion is interesting, I think the idea of giving your opponent Fusions and battling them Kaiju style would be awesome, especially if you go with adding in a bunch of hand traps.

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