Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Aug. 21, 2014
This is what Gishki Aquamirror wants to be when it grows up.
To summon Midrash/Winda, you can basically trigger two of the
Beast: Draw 1 card
Dragon: Destroy a Spell/Trap
Squamata: Send another Shaddoll from the deck to the graveyard
(circular, I know)
Falco: Summons itself in face-down Defense Position.
Hedgehog: Add a Shaddoll from your deck to your hand.
A pretty diverse set of effects and you get two of them!
If you want to summon Nephilim/Construct, you'll send a LIGHT to
the graveyard (like Wulf or Felis) to trigger their
But otherwise, Winda gives you more bang for your
This card is the backbone of the Shaddoll deck, and you would
want to do whatever you can to draw into it early
game, or else you'll have a rough going against
tough tier-1/tier-2 decks.
Power – 5/5 ; Fuels the Shaddoll engine, gives you a powerful fusion,
fills your graveyard.This is what makes Shaddolls good.
Versatility – 4/5 ; If your
opponent has no Special Summoned monsters, you would
want to save this card for later.You'd be missing out on a free +2 otherwise.Aside from that, it's amazingly versatile.
5/5 ; A pretty self-sufficient card.You'll almost always have Shaddolls in your
hand and your deck, unless its late game, but still.
Card Advantage –
5/5 ; If you discard from your hand, you 1-for-1 due
to the Shaddoll effects which activate in graveyard.Probably even +1 when you factor in Winda/Midrash.But if you are able to send cards from the
deck, then this card becomes a +2/+3 and that's
Speed – 5/5 ; Activate it during your Main Phase 1.Yes, when it comes to removal, spells are
When it comes to special summoning, Spells are
Traditional – 3/5 ;
Shaddolls might be advantageous enough for
Traditional, but they're still a long shot.
Advanced – 4.75/5 ; Shaddoll decks must use
Mechanic Design – 3/5 ; The powerful spell
the archetype needed.Fun to use.Not exceptionally designed though.
– 4/5 ; I love the blue/purple dark/cool color
scheme to this.Diamonds in the air, beneath a dark vacuum
of space.I like it.
Uber powerful Fusion card that will put Shaddolls on the map.
Shaddoll Fusion is the groundbreaking new fusion
spell from Duelist Alliance. It works similar to
polymerization in its first effect. The difference
here is if your opponent controls a monster that was
special summoned from the extra deck, you can also
use monsters from your deck as fusion material. That
means if your opponent controls an extra deck
monster, you have the option to send materials from
the hand, field, or deck in any combination. The
versatility this card allows is unparalleled in
regards to other fusion options, and is one of the
reasons it has propelled Shaddolls to the top, with
ease of use and flexibility this card offers.
Also take in to account this card is searchable via
Shaddoll Hedgehog, and you see how consistent this
option becomes for the Shaddoll duelist. When fusion
material shaddoll monsters are sent to the
graveyard, you will also receive the effects of the
shaddoll monsters that activate when sent to the
grave by card effect. And if your opponent controls
an extra deck monster, you can choose between every
shaddoll monster belonging in your deck, giving you
a plethora of effect options at any moment. This
card helps you + in resources considerably, and
absolutely helps secure shaddolls as one of, if not
the best archetype this format.
Traditional – 2.0/5
Advanced – 4.25/5
Mechanic Design – 3.5/5
Artwork – 4/5
This card is essentially like a Polymerisation…
Unless your opponent controls a monster that was
Special Summoned from the Extra Deck, then you are
able to perform a Fusion Summon of a Shaddoll
monster with monsters from not just only your Hand
and Field, but also from your Deck as well,
something that could help you out if you were to not
have the correct or enough monsters in hand.
As the opponent there are however ways to play
around this, firstly you could Chain a Compulsory
Evacuation Device to return a single Extra Deck
monster or you could use Book of Moon to flip your
Extra Deck monster face-down, in which instance it’s
only counted as a Special Summoned monster but not
from the Extra Deck… Weird rulings! In both
instances you’d be able to prevent your opponent
from using monsters from their Deck in order to
perform a Fusion with this card.
That this card potentially avoids the normal minus
associated with Fusion Summoning, more than makes
this card good enough, sadly it’s Archetype specific
so it’s not something that benefits Fusion as an
Traditional: 1. Don’t see any use for it here
Advanced: 3.5. Good card that could even be a “Live”
topdecked card. For the Shaddoll Archetype, this is
Today we look at the infamous support card for
probably the most infamous archetype to come out of
Duellist Alliance; Shaddoll Fusion! Even before this
set came out there was talk about how broken this
archetype was and how broken this card is, but is
this all pre-release hype or is there something to
At first glance this seems to be a restrictive
version of Polymerization; it does the same thing as
Polymerization in the fact that it Fusions Summons a
monster from the Extra Deck using card fro your hand
or graveyard, but it only works for Shaddolls and
you can only activate one of these per turn.
However one of the things that makes Shaddoll Fusion
so dangerous is its second effect. The the opponent
has a monster that was summoned from the Extra Deck,
you can use Monsters in your Deck as Fusion
Material. This allows you to fusion summon even if
you have no other cards on the field or in your
hand. Of course since most decks use the extra deck,
this is an easy effect to get and effectively allows
you to choose the right Fusion Monster for the right
The other thing that makes this card so dangerous is
the fact that is Fusion Summons. Shaddoll Monster
have effects that only activate if the monster was
sent to the Graveyard by a card effect. Since Fusion
Summoning sends cards to the graveyard via a card
effect, it guarantees the activation of any Shaddoll
grave effect as well as getting out a strong Fusion
Overall, a must for Shaddoll decks, the only reason
you wouldn’t be running multiples of this in a
Shaddoll deck is because you don’t have enough.
Hello Pojo Fans,
Shaddoll's personal Polymerization card. Can only
play one per turn, but if your opponent has a
monster that was Special Summoned from the Extra
Deck, then you can use materials from your deck for
the fusion as well. Regardless of where you get your
materials from, this card is going to send at least
one Shaddoll monster to the grave and activate its
effect. If you are in a top-decking situation and
find yourself against a monster that was Special
Summoned from the Extra Deck, this can be your
As of the this moment there are only two Shaddoll
fusions: Light and Dark attribute fusions. The dark
is going to activate both Shaddoll monsters you use,
while the light attribute could combo with further
plays. Lightsworn Shaddoll could use Wulf from the
deck and get a free Special Summon or send the
fourth Lightsworn for Judgment. Light monsters run
in a Shaddoll deck could be sent to the grave to
provide fodder for Chaos-based monsters like Black
Luster Soldier- Envoy or Chaos Sorcerer. A nifty
combo one could do would be to play Instant Fusion,
Special Summon El Shaddoll Winda (considered Fusion
Summoned by Instant Fusion), Shaddoll Fusion it with
another Shaddoll monster for another El Shaddoll
Winda, and get back Shaddoll Fusion and activate the
other Shaddoll monster's effect.
The opponent can stop you from using monsters
from your deck in addition to your hand and on the
field by either turning their Special Summoned Extra
Deck monster face-down, or removing it from the
field, forcing you to use the monsters on your field
or in your hand. Also, it goes without saying, if a
monster that was Special Summoned from the Extra
Deck is turned face-down or leaves the field, only
to return, then it is no longer considered to be
“Special Summoned from the Extra Deck”.
This card is needed in 3's in the Shaddoll deck,
but will be even better come next set when two more
fusions are given to the archetype. With fire and
earth attributes then in the fold, things will
Until Next Time
You know what really grinds my gears? When someone
takes a story that was cool, but keeps adding
unnecessary detail to it in the form of inferior
sequels and pointless continuations that does the
original story no service. No, I'm not talking about
Legend of Korra, I'm talking about the Duel Terminal
Hello and welcome to Terrorking's review of Shaddol
Fusion. See, Shaddol Fusion is what happens when
you design a card so that you can never minus...
even though the entire archetype already doesn't
minus. I'd say this card is proof that Konami uses
Magic 8 Balls to determine where to take their card
design. That is, I suppose, implying that Magic 8
Balls can make decisions this awful. I am sorry,
Magic 8 Ball.
Now for the actual card. Remember how yesterday I
mentioned how the only way to play Yu-Gi-Oh these
days is to use the Extra Deck? Well this card lets
you Fusion Summon using monsters from your deck if
your opponent has a monster that was summoned from
the Extra Deck. That means you can generally summon
a really powerful monster at no loss to you in card
advantage, which also fills up your Graveyard with
monsters that have effects that trigger when they're
sent there. What this means is you usually get
pluses just from summoning powerful monsters for no
This card is one of the chief reasons Shaddol is a
dominant deck in the regions where it was already
released, and keep in mind those regions have
powerful cards like Trishula and the Dragon Rulers
(not limited) running around. This is a must for the
Shaddol deck. Yeah, a must. Your quote for the day:
"Sorry you need to draw or search your materials
usually. We understand how hard that is and would
like to alleviate your stress. Here, have
Because the Shaddoll monsters focus around Fusion
Summoning, Shaddoll Fusion is the core of their
strategy (well, actually, another card is their
Core, but whatever). In terms of function, the card
is pretty much a themed Polymerization with quite a
few extra perks to it. Being a “Shaddoll” card means
it’s searchable by the second effect of Shaddoll
Hedgehog and retrievable by the Graveyard effects of
both of the Fusion Monsters and Shaddoll Core.
What truly makes Shaddoll Fusion stand out though
is its ability to use Fusion Material from the Deck
as long as your opponent controls a monster summoned
from the Extra Deck (this includes Pendulum
Monsters). This is huge, since so many Decks in
today’s metagame make good use of the Extra Deck.
The threat of Shaddoll Fusion means that the
opponent will either have to play without it and use
weaker monsters or gain access to their stronger
monsters but run the risk of getting punished for
it. It also makes the Shaddoll mirror match quite a
mindgame, because whoever Fusion Summons first runs
the risk of being put in a difficult spot.
However, at higher levels of play you’ll find
that most people will respect the existence of
Shaddoll Fusion and will generally try to avoid
using the Extra Deck unless it’s needed; Decks like
Sylvan, Mermail, and HAT can all play without
relying on the Extra Deck, and therefore can give
Shaddoll a tough time by cutting off the Main Deck
as a resource.
Shaddoll Fusion is somewhat easy to get around if
you play your cards right, but it is still pivotal
to the Deck’s strategy. If you’re running the Deck,
you must run 3 of these (at least until we get its
brother in the next set).
Shaddoll Fusion is a key card, if not the card,
of the Shaddolls. It works like Polymerization does,
but it has an extra effect. If your opponent
controls a monster that was special summoned from
the extra deck, you can use monsters in your deck as
fusion materials and send them to the grave. Wow.
That is damn good.....a little too good. Mainly
because there are a few monsters that (Depending on
which Shaddoll fusion monster you plan on summoning)
you might want to go straight to the grave. What
really makes this card good is you can use it to
plan ahead. Like for El Shaddoll Constrict, you can
send Lightsworn Wulf from the deck to the grave, and
just like that, you get two monsters instead of one.
Winda, you can put Plaguespreader to use later and
so on. The only downside to this card is your
opponent has to control a special summoned monster
from the extra deck If you plan on using Shaddolls
and their fusions, this card is a must, no questions
Traditional: 2.5 (I can see them doing ok here)
Thursday - Shaddoll Fusion
Hey guys, sorry I've been quite busy lately! I
missed some of the best new cards in the set which I
regret a lot! But today we have Shaddoll Fusion,
potentially the best Spell card from the new set. To
start of its Archtypal so it automatically has a
place in the new Shaddoll deck, which will most
likely be the deck to beat this format. First of
all, its a fusion spell. Pretty balanced inherent
minuses etc etc. But wait. If your opponent controls
an Extra deck monster, then you can send your
materials from the deck instead of field or hand,
making it an easy +2. It completely changes the way
your opponent plays against you, bad players will
make it easy for you to access your extra deck for
little cost, while good players will hold out as
long as they can to try make you minus. Next,
Shaddoll Fusion is not a cost, so it triggers any
and ALL Shaddoll effects that trigger when sent to
grave, mitigating the "costs" in the right gamestate.
Theres not all that much more to say about the card,
its weak to Vanity's Emptiness and other floodgates,
opponent will always break even off of Maxx "C", a
lot of different situations can make its second
effect fizzle etc
Power: 4 - Regardless of whether you use the
first or second effect, you are gaining HUGE
momentum on the opponent.
Versatility: 4 - You can trigger whatever effects
you please when you resolve this, making it a huge
Dependability: 3.5 - Its usually easy enough to
resolve when you first draw it.
Card advantage: 5 - No brainer right here.
Speed: 3.5 - Getting this card to hand is the
Traditional: 3/5 - Can solve huge problems going
first vs. FTK/OTK decks in Traditional format.
Advanced: 4.5/5 - Completely changes the meta
game and other decks have to start looking for new
answers to El Shaddoll Winda in the main deck.
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