First, we have Synchro Fusionist:
If this card is sent to the Graveyard as a Synchro Material Monster, you can add 1 Spell Card from your Deck to your hand with "Polymerization" or "Fusion" in the card name, except "Diffusion Wave-Motion".
Synchro Fusionist has an Optional Trigger Effect that cannot miss the timing. Its effect cannot be activated if Thunder King Rai-Oh is face-up, and it doesn't target either.
Next, we have the fusing Card itself, Miracle Synchro Fusion:
Remove from play, from your side of the field or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that lists a Synchro Monster as a Fusion Material Monster, and Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this Set card is destroyed by an opponent's card effect and sent to the Graveyard, draw 1 card.
Miracle Synchro Fusion is very similar to Miracle Fusion, as if its name didn't indicate so. Removing the Fusion Materials is not a cost (ever), and it performs a Fusion Summon. Being destroyed while face-down starts a Mandatory Trigger-like Effect. If you have no Cards left in your Deck, you would lose the Duel.
The most important aspect of this Card is which monsters it's able to Summon, because it has been misinterprated way too often. The monster must be a Fusion Monster. Then, its Fusion Material must be a named Material, not just "1 WATER Monster" or similar. And finally, that named monster must be the name of a Synchro Monster. This means that you cannot use this Card to Summon a random Fusion Monster just because a Synchro you will use is fit as a Fusion Material (such as an EARTH Synchro Monster as a Fusion Material for Elemental Hero Gaia). You can, however, use a non-Synchro Monster that is named after a Synchro, like copying one of the white monsters using Phantom of Chaos or Neo-Spacian Dark Panther.
Fusion Monsters also get the Trap Card Paradox Fusion:
Activate by removing 1 face-up Fusion Monster you control from play. Negate the activation of a Spell or Trap Card, OR the Special Summon of a monster and destroy that card. During your 2nd End Phase, return the removed Fusion Monster to the field in face-up Attack Position.
Paradox Fusion Removes your Fusion Monster from Play as a cost. It does not target. Note that it can only negate Spell and Trap Card activations, so it can't negate the effects of already-active S/T Cards like Infernity Launcher. Returning the Fusion Monster to the Field doesn't use the chain.
And of course, the cover Card is a prime example of these new Fusions. It's name is Dragon Knight Draco-Equiste:
1 Dragon-Type Synchro Monster + 1 Warrior-Type Monster.
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). Once per turn, you can select 1 Dragon-Type Synchro Monster in the Graveyard. Remove it from play, treat this card's name as that monster's name, and give this card the same effects as that monster, until the End Phase. While this card is in face-up Attack Position, any effect damage you would take from an opponent's card effect is inflicted to your opponent instead.
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). Once per turn, you can select 1 Dragon-Type Synchro Monster in the Graveyard. Remove it from play, treat this card's name as that monster's name, and give this card the same effects as that monster, until the End Phase. While this card is in face-up Attack Position, any effect damage you would take from an opponent's card effect is inflicted to your opponent instead.
Draco-Equiste is a Special Summon only monster, meaning you can Summon it from the Graveyard or RFG Zone after being Summoned properly. Its first effect is an Ignition Effect that targets a Dragon (meaning it's not a cost). This Dragon can be in either player's Graveyard. The second effect is a Continuous Effect. You apply it when the Card that inflicts damage resolves. Note that if there are two Draco-Equiste on the Field, damage doesn't bounce infinately: If Player A activates a Card that inflicts damage, only Player B's Draco Equiste will reflect the damage. This is because the Damage is caused by Player A's Card, so Player A's Draco-Equiste won't see it as "an opponent's Card".
Psychic monsters have a new monster, being Final Psychic Ogre:
If this card destroys an opponent's monster by battle, you can pay 800 Life Points to select 1 Psychic-Type monster in your Graveyard, and add it to your hand.
Ogre has an Optional Trigger Effect that you activate at the End of the Damage Step. Paying Life Poitns is a cost, and it targets.
As mentioned, they have a Fusion Monster that uses a Synchro: Ultimate Axon Kicker:
1 Psychic-Type Synchro Monster + 1 Psychic-Type monster.
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). This card cannot be destroyed by card effects. During battle between this attacking card and a Defense Position monster whose DEF is lower than than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card destroys an opponent's monster by battle and sends it to the Graveyard, you gain Life Points equal to the destroyed monster's ATK.
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). This card cannot be destroyed by card effects. During battle between this attacking card and a Defense Position monster whose DEF is lower than than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card destroys an opponent's monster by battle and sends it to the Graveyard, you gain Life Points equal to the destroyed monster's ATK.
Once again, Kicker is a Special Summon-only monster. Being immune to destruction is a Continuous Effect. The second effect is also a Continuous Effect, the basic trampling effect. The last effect is a Mandatory Trigger Effect that you activate at the End of the Damage Step. If something like Divine Wrath is used on the last effect, then the effect has its activation negated and Axon Kicker is not destroyed. Axon Kicker's effects still work as usual, that is to say, Divine Wrath doesn't negate "its effects" permanently. It only negates the activation of the last effect once.
Finally, Psychics received an exclusive Synchro Monster, Psychic Nightmare:
Finally, Psychics received an exclusive Synchro Monster, Psychic Nightmare:
1 Tuner + 1 or more non-Tuner Psychic-Type monsters
Once per turn, during your Main Phase, you can pick 1 random card in your opponent's hand and call what type of card it is (Monster, Spell or Trap). If you call it right, this card gains 1000 ATK until your opponent's End Phase.
Once per turn, during your Main Phase, you can pick 1 random card in your opponent's hand and call what type of card it is (Monster, Spell or Trap). If you call it right, this card gains 1000 ATK until your opponent's End Phase.
Nightmare has an Ignition Effect. It doesn't target. Not much else to say.
Well, that covers another chunk of DREV. See you next time!
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