1 "Shaddoll" monster + 1 DARK monster
Must first be Fusion Summoned. Cannot be destroyed by an opponent's card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Sep. 2, 2014
This card was initially hailed as a broken card that totally
locked down certain decks, but people have since
found ways to get rid of this without destroying it
like Dimensional Prison and Memory of an Adversary.2200 ATK is also really easy to run over.This card is not quite on that golden
pedestal that some put it on, but it's still really
It won't do much in a mirror match or against decks that can plop
down a strong monster fast (rather than in tiny
increments) like Monarchs, Fire Kings and such.I would imagine Stellarknights, Evilswarms
and the like having more trouble against this card,
but I'm sure that most decks have some kind of out
To be honest, I find this card useful moreso for how it interacts
with the other cards in the deck than the card
Shaddoll Fusion gives me a +2 and dumps 2 Shaddolls
to the graveyard.And it gets me back that Shaddoll Fusion card
I used to summon it.
Construct is honestly a better Fusion due to its higher ATK and
ignition effect, but Midrash is the card I choose
when I don't have LIGHT targets in my hand/deck or I
want to save my more powerful Construct when I need
Power – 5/5 ; This is a your-mileage-will-vary thing.It depends on what decks your facing.Some decks don't have much non-destruction
removal and/or rely on spamming several monsters in
one turn in order to get advantage.This will paralyze them.But against other decks, this card will just
be a 2200 floater that speeds up the engine.Which is good too!
Versatility – 3/5 ; Stops
two different kinds of plays (Special Summoning and
destruction).That's quite good.It will dead in some matchups, but even when
its dead, its still a +1.
4/5 ; It's self-sufficent and easily paid for.It never minuses.
Card Advantage –
4/5 ; With the effects of other Shaddoll cards, its
varies from nuetral to +2 to summon this card alone.It searches Shaddoll Fusion (or Shaddoll
Core) after it dies, so this card is always at least
you manage to do more harm to your opponent
Speed – 3/5 ; Well, its certainly able to be brought out quickly.Its search effect (from the graveyard) waits
until its destroyed, so its not superfast.But this card is in no way slow.
Traditional – 3/5 ; It's a
Special Summon heavy and destructive heavy format,
so this may help.It doesn't preclude FTK's though.
Advanced – 4/5 ; An essential part of the
Shaddoll experience, though I'm including the
company this card carries in my assessment.
Mechanic Design – 4/5 ; I'm personally
partial to it.This game has so long been addicted to basic
destruction removal and Special Summoning.It will make people rethink relying on those
– 4/5 ; Love the variety of different colors here.It has a cartoony feel while still being dark
and a bit serious.
Use 2-3 of these in your Extra Deck for Shaddolls.This will perform better in some matchups
than others, but is still very good!
El Shaddoll Winda
Today is a whooping Three Review Tuesday and we are
still looking at Shaddolls and main some of their
support cards. One of our three reviews is this; El
Statwise it is a Level 5 DARK/Spellcaster which is
great with 2200 ATK, good for a level 5 and 800 DEF,
just plain awful. It requires 1 “Shaddoll” Monster
and 1 DARK monster as fusion material, which is
perfect since all main deck Shaddolls are DARK
monsters, so this card is easy to get out.
Effectwise, it has a condition that it must be
Fusion Summoned first, thankfully that is it, El
Shaddoll Winda doesn’t have that stupid “Must be
Fusion Summoned and cannot be Special Summoned by
other ways” that has ruined many a good fusion. It
can’t be destroyed by your opponent’s card effects,
which is great protection.
Also Each player can only Special Summon monster(s)
once per turn. This can distrubt a lot of decks, by
ruining their combos, and since you can only use a
Shaddoll Fusion once per turn anyway you shouldn’t
be too affected. The main thing to look out for are
Pendulum Summons, since it summons monsters
Finally if this goes to the grave you can retrieve a
“Shaddoll” Spell/Trap from your grave to your hand.
This is a nice effect and it does allow you to
recycle cards like “Shaddoll Fusion”.
Overall, a very good fusion monster, easy to get
out, built in protection, retrieval effect and a
very distributive effect in the right duel. The poor
DEF is the main weakness.
Hello Pojo Fans,
The DARK fusion and easiest fusion monster for the
Shaddoll archetype to summon, El Shaddoll Winda
needs a “Shaddoll” monster and a DARK monster
(another Shaddoll). Protected from destruction
effects from your opponent more than makes up for
its lack of attack and defense power. The limitation
of each playing only being able to Special Summon
one monster per turn while El Shaddoll Winda is
face-up on the field can work against its owner, but
this is easily managed by Special Summoning all your
monsters before Fusion Summoning this monster. Winda
is also able to be Special Summoned by using Instant
Fusion. To avoid the restrictions of Instant Fusion,
summon Winda with Instant Fusion, then play Shaddoll
Fusion with another Shaddoll, gaining both monsters
effects and bringing out another Winda. Winda will
get you a “Shaddoll” spell/trap back from the
graveyard, which usually means the Shaddoll Fusion
you used to bring it to the field.
The only thing going against this fusion is its low
attack and defense. An opponent can overpower it, or
target it with something that doesn't destroy it
(Dimensional Prison). Other than that, El Shaddoll
Winda is a tremendous monster for the archetype,
and, with some tweaking to a deck, could be run
Traditional-3.5/5- Magical Scientist
Advanced-4/5- Prevents more than one Special Summon,
protects itself from destruction
Until Next Time
Winda is the centerpiece of the shaddoll deck. 2200
attack isn't the greatest but it isn't horrible
considering Winda's other effects. One, it cannot be
destroyed by opponents card effects. No Fire hand,
no Moraltach, no torrential, no dark hole. The only
commonly played cards that can get rid of it are
dimensional prison, compulsory, and if they have it,
time-space trap hole(though decks like burning abyss
do run things like phoenix wing wind blast and karma
cut). It can be destroyed via battle but you have to
be smart and set things up properly because of its
special summoning restriction to once per turn and
the fact no common normal summonable monster can
match the attack strength.
If you hear people complaining about a Shaddoll
Fusion Monster, they’re probably talking about El
Shaddoll Winda. Between her and the other one we
currently have, El Shaddoll Construct, Winda is
certainly quite the early game nuisance. Being the
Fusion of a Shaddoll and a DARK monster (which can
also mean any two Shaddolls) makes her the easier
one to summon. The ability to lock down Special
Summons to once per turn for each player is a thorn
in the side of many Decks. In addition, Winda’s
immunity to opposing destruction (note: but not your
own) is another massive buff to her usefulness. And
finally, if your opponent
manage to kill off Winda, she puts Shaddoll Fusion
back in your hand!
Some Decks have been completely phased out simply
because of their inability to deal with Winda.
However, I would argue that of the two Shaddoll
Fusion Monsters, Winda is the less useful one due to
many glaring flaws. For one, because Winda can only
prevent Special Summons from happening, she cannot
do anything to an already established board.
Additionally, she has no way of dealing with any
monster with more ATK than her. This means that any
Deck that can put a 2300+ monster on the board with
only one Special Summon (ex. Mermail, Sylvan, Dragon
Ruler, Spellbook, Bujin, Mirror Match), is generally
unthreatened by her presence, and she’s for the most
part ineffective in those matchups. While she does
float a Shaddoll Fusion back to your hand upon her
death, the fact that each of the three major Decks
right now float when their cards are sent to the
Graveyard (except for Satellarknight, which only
does it with Delteros) means that cards that remove
threats without actually sending them to the
Graveyard are more popular than ones that do; Winda
is more likely to get bounced or banished than she
is to get sent to the Graveyard.
Despite this, she is an important part of the
Shaddoll Deck mainly because she serves as a major
threat against Decks that actually don’t have an
easy answer to her. She’s not amazing, but she is
Up next is El Shaddoll Winda. A level 5 DARK/Spellcaster
Fusion monster with 2200/800 for ATK/DEF. First off,
this card has to be fusion summoned first. It cannot
be destroyed by your opponent's card effects, and
each player can only special summon once per turn.
while this card is face up. If this card is sent to
the grave, you can target and add one Shaddoll
Spell/Trap in your grave and add it to your hand.
Winda has a pretty good ATK stat that can hold its
own with 2200, but with only 800 DEF, I just hope
you never have to put this card in defense position.
It can shut down a lot of strategies, as both
players can only special summon once per turn. And
if it is sent to the grave, you can get any Shaddoll
Spell/Trap, including Shadoll fusion. This card, if
on the field along side Contruct, can really give
your opponent a huge mountain to climb.
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