Fusion Enforcers is the latest in a series of booster sets that focus on a particular type of summoning. High-Speed Riders gave us a bunch of great Synchro tools, Wind Raiders had some next-level Xyz monsters and Fusion Enforcers has…Fusions.
Fusion may be the oldest of the three summoning methods, but you certainly can teach an old dog new tricks. Some of the most powerful monsters in Yu-Gi-Oh history have been Fusion monsters, like Thousand-Eyes Restrict, Shaddoll Construct and Elder Entity Norden.
So will Fusion Enforcers stand with the greats, or live in their shadow? Why don’t we start with a video with a sweet combo or two?
RELEASE THE KRA- you get it.
Fluffals are honestly about one card away from being completely insane, and Kraken is only going to get them closer.
The deck is already full of delightful ways to murder you. Kraken adds to that arsenal as a 2200 monster that can attack twice, or clear one of your opponent’s monsters by sending to the Graveyard.
If you don’t already own a Fluffal core, you will be pleased to know that most of the main-deck monsters have been reprinted in Fusion Enforcers.
This cute little squeaky toy packs a powerful recyling effect when Normal Summoned, and a second effect when used as a Fusion material that allows you to return two banished monsters to your Graveyard.
Easiest application? Banish Fluffal Wings and another Fluffal to draw some cards, and then put them back with Octo so you can do it again.
Drawing cards, as it turns out, is pretty powerful in combo decks.
Which brings us to our next little bow-tie wearing plush, Fluffal Penguin. His most relevant effect is that when he is used as a Fusion Material for a “Frightfur” monster, you can draw two cards and discard one.
Use it to dig for your second Polymerisation, to ditch a Toy Vendor to search, or just generally to find combo pieces. Whatever you do, drawing two cards is a good way to end the game in your favour.
Grab these adorable little gumdrops now, before you end up spending Five Night’s at Frightfurs.
The Invoked archetype is definitely the “meta” pick from Fusion Enforcers, and it’s pretty easy to see why. These cards scream “consistency” and have taken design cues from Shaddolls, one of the most powerful Fusion archetypes of all time.
The best way to attack them is to explain “The Engine.”
Ultimately, as a Fusion archetype, you need to get to your Fusion spell. In this case, that would be “Invocation.” Invoked have an easy way to do that, by summoning Aleister the Invoker. But how do you get to Aleister? Magical Meltdown adds a copy to your hand when it is activated!
So, assuming you start with just the Field Spell in your hand, you can:
Activate it, searching Aleister;
Summon the Aleister to add Invocation;
Activate Invocation, which can’t be negated because of Magical Meltdown;
Banish Aleister from your field and a monster from your grave, your opponent’s grave, or your hand to summon an Invoked Fusion Monster;
Laugh at your opponent because they can’t Bottomless Trap Hole your monster (Thanks Magical Meltdown);
Shuffle Invocation back into your deck to add your Banished Aleister back to your hand (so you can do it all again!)
All in all, pretty powerful stuff. And once you get the engine going, it’s pretty difficult to stop you summoning powerful Fusion monsters every single turn.
So what can you summon? There is an Invoked Fusion monster for each element, so which ones you focus on depends on what supporting engine you choose to use. Popular choices are Wind Witches, which can make Raidjin (Book of Moon during either player’s turn) or Zoodiacs who make Magellanica (he is very large). The light-element monster, Invoked Mechaba, is also very popular for his negation effect. Plus there are tons of splashable Light-type monsters.
You should definitely run at least one of each elemental fusion, however, because Invocation also allows you to banish a monster from your opponent’s Graveyard. This can give you access to cool fusions like the Fire or Water Invoked, while also causing problems for your opponent by Banishing a key Infernoid or Ronintoadin.
I wish I had nicer things to say about Predaplants. There is always a dark horse in these sets, like Red Dragons in High-Speed Riders or Super Quantals in Wing Raiders. In Fusion Enforcers, that is could well be Predaplants.
One card that did catch my attention as a possible tech is Greedy Venom Fusion Dragon. He requires one Predaplant and one Level 8 Dark Monster (original levels only please!) and boasts 3300 attack. He also reduces the attack of one of your opponent’s monsters to 0 and negates their effect.
Plus, if he is destroyed by any means, you can destroy all monsters on the field, banish a level 8 or higher Dark monster from your Graveyard and bring him right back again! That means potentially scoring a free destruction by battle for bulk damage, nuking the field and then reviving him for more shenanigans next turn. Definitely worth keeping an eye on.
So what are the ratios like? If you check out my unboxing vid here, you can see exactly what I got out of my box of 24 packs.
So whether you are planning an adorable-but-deadly fun deck, or just want whatever deck has the most search spells, Fusion Enforcers has something for you. Which is good, because it is now available to be purchased in exchange for your preferred form of currency from your favourite retailer.
As always, if you need somewhere to test out your new deck, or are looking for advice on how to get started, you can find your nearest Yu-Gi-Oh venue at http://www.yugioh-card.com/oc/events/