| 
                            Overall Score: 2.5
                            (fusion is just too weak right now)
                           
                            Casual Play: 3.5
                           
                            Tournament Play: 1.5
                           
                             
                           
                            After looking at Thunder
                            Dragon yesterday, let's see what happens when you
                            fuse two of them together.
                           
                             
                           
                            At first glance, this
                            looks to be a worthwhile fusion. It has 2800 attack
                            power, currently 4th in the English version of the
                            game (behind Gate Guardian, Black Skull Dragon, and
                            BEWD), and can be brought out first turn with
                            Thunder Dragon's effect.  2800/2100 stats are
                            fairly good.  This guy is a god
                            in Forbidden Memories, as he is, by far, the easiest
                            high-level fusion to make.
                           
                             
                           
                            Then we realize how weak
                            fusions really are.  I will use two simple
                            words to demonstrate: Magic Jammer.
                           
                             
                           
                            Reread that last
                            sentence a few times, and let's continue.
                           
                             
                           
                            Let's say you're in a
                            jam early on in the game.  You have very little
                            LP left, and your opponent has set up a Barrel
                            Dragon and a Summoned Skull in front of you. 
                            You manage to topdeck the first of your 3 Thunder
                            Dragons, and you have a Polymerization card in your
                            hand.  You use the effect, snatch the two other
                            Thunder Dragons, and activate your Polymerization
                            card, only to realize that your opponent had been
                            hiding a Magic Jammer.  You cry, realizing that
                            your ultimate combo has been trashed.
                           
                             
                           
                            The lesson of this
                            story?  If you're going to play Fusion, play 3
                            Seven Tools of the Bandit.  For 1000 LP (if
                            early in the game, a miniscule cost), you can negate
                            that Magic Jammer, letting you play your Fusion. 
                            Just don't get caught in a really long chain or you
                            might be in trouble.
                           
                             
                           
                            Combos:
                           
                             
                           
                            THTD + Seven Tools of
                            the Bandit = Negate their Magic Jammer.
                           
                             
                           
                            Counters:
 Magic Jammer: I wonder why Magic Jammer hasn't been
                            restricted yet.  It's too cheap ;.;
 
                             
                           
                            Monster removal: =/
                           
                             
                           
                            Casual Play:As always, knock yourself out.  Fusions are
                            always fun to play when there's nothing at stake.
 
                             
                           
                            Tournament Play:
                           
                            Enh.  Too many
                            Magic Jammers/monster removal cards floating around. 
                            Your THTD won't last 30 seconds in this environment.
                           |