Remove from play 1 face-up Fusion Monster you control. Negate the activation of a Spell, Trap Card, Monster Effect, or the Special Summon of a monster, and destroy it. During your 2nd End Phase after activation, return the monster removed for this card's activation to your side of the field in face-up Attack Position.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - August 18, 2010
All right, Paradox Fusion, a very interesting, and
awesome, in my opinion, Counter Trap card, that
looks as though Five Headed Dragon is on the picture
Now, when your opponent activates a Magic or Trap
card, the effect of a Monster, or even Special
Summons a Monster, that card or monster is
destroyed, and all you have to do is remove a Fusion
monster on your side of the Field from play.
The fact that you remove the Fusion monster is a
downside, a rather large one. However, two
turns later, during the End Phase of that turn, the
removed Fusion Monster returns to the Field, which
makes this a pretty handy piece of Tech, I believe.
So fusions get their own weird, more powerful solemn
judgment. That would be awesome if anyone
actually still used fusions. Synchros have
outclassed their purple-hued brothers, and I don't
think anyone is looking back. It is
interesting to note that it stops monster effects
AND special summons. Very rare for a negation
card to do both.
Advanced: 1.5 (the effect IS powerful,
but it's still a worthless card, as nobody plays
fusions, and this card isn't reason enough to
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