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Adding Fusions to your deck

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Adding Fusions to your deck Empty Adding Fusions to your deck

Post by Seattleite Mon Mar 14, 2011 3:26 pm

Didn't know it was possible, did you? Very Happy

Well here in LCCG it is pretty simple. Fusions are more splashable than ever, and in many decks revolving around Types/Attributes it can be done with only 2 cards:

Ruby Chameleon
The Time and Space Chamber

It's simple. Use 1 or 2 ruby chameleons and 1 time and space chamber, more if you feel the synergy is there with your deck. Use ruby chameleon to search out the chamber, and it can be used as a substitute in the grave. Of course, if you run more chameleon, you can use Advanced Polymerization as an optional, but The Time and Space chamber should be there.

You will probably be using many of the generic Type/Attribute Fusion Monsters like Mud Master, Desert Roots, Archaic Warrior, Swift Shining Albatross and maybe Moss Giant, but if you have the specific fusion materials I highly recommend using the others.
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Post by Ash Sun Mar 20, 2011 1:32 pm

Personally I find most of my decks to be pressed enough for space as it is, both in Extra and Main Deck.

To add in those, just for the sole purpose of adding Fusion monsters, seems to be bad deckbuilding to me. They are better off in a Fusion-focused deck, where they are more likely to contribute to the win condition.
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Post by Seattleite Sun Mar 20, 2011 2:55 pm

Now now, have you tried it? ;D

Fusions are powerful, and this combo only requires 2-3 deckslots, often less than the amount of Tuners you include. So i find it appropriate to compare to synchros in this case.
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Post by Ash Sun Mar 20, 2011 3:06 pm

But fusing takes up more advantage in most cases, and just giving up those 2-3 slots to things that aren't necessary to make the deck work will harm the consistency of the deck.
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Post by Evanm7 Sun Mar 20, 2011 3:18 pm

Depends on the deck. Toolbox stuff can do it fine.

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Post by Ash Sun Mar 20, 2011 3:22 pm

To the best of my knowledge, the only used Toolbox deck is Windbox. Now, I imagine you can have it even out if both targets are in the grave, but I still can't see why you'd give up Main/Extra Deck for cards that could be replaced by much more suitable alternatives.
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Post by Seattleite Sun Mar 20, 2011 3:23 pm

I didn't say they were necessary, i just said they can improve your deck.

True it takes up more advantage but it also makes it more consistent. Your extra deck is basically a toolbox thing. Granted, synchros have more options but that doesn't mean Fusions should be neglected. Some of our fusions cover areas that our synchros don't, and with these 2 cards all you really need is another generic monster of a Type/Attribute(if you're using one of those fusions), which isn't asking for much and is more consistent since it can include cards in the Grave as well.
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Post by Evanm7 Sun Mar 20, 2011 3:26 pm

The problem with this CCG is that we don't have enough players to expand across a wide variety of decks, find broken cards, and innovate combos.

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Post by Ash Sun Mar 20, 2011 3:31 pm

Evanm7 wrote:The problem with this CCG is that we don't have enough players to expand across a wide variety of decks, find broken cards, and innovate combos.

We try at least. :\
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Post by Seattleite Sun Mar 20, 2011 3:35 pm

Sadly true, although that is usually the member's fault.

Though i do try to make my created cards generic and combo-able
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