Fusion is a technique lying at the heart of basic Yu-Gi-Oh play, but it takes a practical understanding of the game’s mechanics before a player can make the most of it in standard gameplay. Former fans of the series — the type to return with Yu-Gi-Oh Master Duel, see the “link” symbol of the third structure deck, and get confused by the newer content — can pick up right where they left off with Synchro of Unity.
Advantages: Fusions, tuners and Synchrons (oh my)Cards marked as “tuner” can be fused with normal monster cards to summon Synchro monsters — a type of boss monster — from the player’s extra deck. The level of this Synchro (indicated by the number of yellow stars at the top right of the card) must be less than or equal to the total level of the two cards used in the Fusion.
The monsters sacrificed by players in this process are well-compensated by Synchro attack power, producing cards that can out-muscle most opposing standard monsters.
Junk Warrior: 2300 ATKTurbo Warrior: 2500 ATKNitro Warrior: 2800 ATKThe tuner cards of this deck take the form of “Synchrons” that need to simultaneously be summoned and in-play alongside a standard monster in order for the fusion to take place.
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Disadvantages: From ragsDue to the complexities of Yu-Gi-Oh’s summoning system, it’s particularly difficult to have both a Synchron and a standard monster summoned at the same time. For starters, only one monster can be normally summoned per turn, meaning that unless the player begins their turn with the means to special summon included in their hand, the Synchro summon would take at least two turns.
With stronger standard monsters,
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