Thomas★Zero Posted August 26, 2019 Report Share Posted August 26, 2019 Fusion RestoreTrap CardTarget 1 Fusion monster in your GY; Increase your LP equal to the targeted card ATK, then, return the targeted card to the Extra Deck. You can banish this card from your GY; Return 1 Fusion monster in your GY to the Extra Deck, and if you do, draw 1 card. You can only use 1 "Fusion Restore" effect per turn and only once that turn.So Fusion Restore is a trap that allows you to recycle your Fusions for LP and extra cards by returning them to the Extra Deck. Link to comment Share on other sites More sharing options...
Mrcool210 Posted December 23, 2019 Report Share Posted December 23, 2019 On 8/26/2019 at 8:10 AM, Thomas★Zero said: Fusion Restore Trap Card Target 1 Fusion monster in your GY; Increase your LP equal to the targeted card ATK, then, return the targeted card to the Extra Deck. You can banish this card from your GY; Return 1 Fusion monster in your GY to the Extra Deck, and if you do, draw 1 card. You can only use 1 "Fusion Restore" effect per turn and only once that turn. So Fusion Restore is a trap that allows you to recycle your Fusions for LP and extra cards by returning them to the Extra Deck. Quote Doesn't sound terrible, but a little broken TBH Link to comment Share on other sites More sharing options...
Tinkerer Posted December 23, 2019 Report Share Posted December 23, 2019 Wait, how is this broken? Link to comment Share on other sites More sharing options...
Horu Posted December 23, 2019 Report Share Posted December 23, 2019 Well, if I'm not mistaken, this card would most effectively run in fusion heavy decks like E-Heroes or Cyber Dragons. Link to comment Share on other sites More sharing options...
Tinkerer Posted December 24, 2019 Report Share Posted December 24, 2019 Yes, I understand how it'd be used (I feel like Shaddolls would benefit from this particularly well) but the question is effectiveness and what's gained by using this. It's fine for a casual card, but there's a lot of things that would stop it from seeing use: 1. The card is a trap, so it has the inherent weaknesses of being slow. 2. Both its effects' activations are conditional (needing a Fusion in-grave). 3. Its main "effect" is LP-gain. LP is largely irrelevant in duels until you hit 0 or if you're bumping against the clock in a tournament setting. Therefore, you'd almost never want this card stuck in your hand. For what it is, the card is fine, but I kinda wish the effects helped actually fuel each other (kinda like how Fusion Substitute did) rather than making itself and other copies of itself harder to use. Link to comment Share on other sites More sharing options...
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