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Pojo's Yu-Gi-Oh Card of the Day
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Miracle Fusion
Rare
Remove from play, from your side of the field or
your Graveyard, Fusion Material Monsters that are
listed on a Fusion Monster Card that included
"Elemental Hero" in its card name, and Special
Summon that Fusion Monster from your Fusion Deck.
(This Special Summon is treated as a Fusion Summon).
Type - Spell
Card Number - CRV-EN039
Card Ratings
Traditional: 1
Advanced:
3.75
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 03.01.06 |
ExMinion OfDarkness |
Miracle Fusion
This is the only reason to even play E-Heroes in the
first place.
Basically...assuming your E-Heroes for the Fusion
have already been destroyed/discarded, this thing is
Polymerization without the -1. Fusions are generally
bad because they require a 3-card investment. Not
the case here.
Obviously it's a theme deck card, so it
automatically gets a 5/5 in its own deck and a 1/5
everywhere else. It's the 4th best Fusion card I can
think of at the moment, the 3rd costing 5,000 Life
Points to activate, the 2nd being a restricted Spell
card, and the 1st being a banned 300 ATK monster.
I still don't think E-Heroes are that strong yet;
that may change in the next 2 sets. But not yet.
1/5 Traditonal
3/5 Advanced for reason listed above
|
Dawnyoshi |
Miracle Fusion is one of the only
advantage-generating cards for the Elemental Heroes.
The fact that this can remove King of the Swamp as a
fusion material is a definite bonus so you don’t
have to run (even more) AWFUL cards. This is the
obvious choice to use with Wildedge, who is probably
the only E-Hero fusion worth basing a deck on. If
you like E-Hero decks (in which I’m sorry, but I DO
hate E-Heroes and I despise Jaden Yuki with an
extreme passion. It’s just my opinion), then there
is no reason not to run this card. It’s not bad in
the deck it belongs in.
Advanced: eh/5 (null rating)
Traditional: 1/5
|
Coin Flip |
One
of the best Fusion support cards ever printed for
the worst theme ever printed. Fusions have generally
turned people off because they lose card advantage.
Quickly. This thing lets you get two fusions off of
four cards (Polymerization/Fusion Gate, two material
monsters, Miracle Fusion = 2 Fusions). Oh, but it
still sucks because it requires you to put cards in
your graveyard to begin with. If you’re LUCKY,
you’ll 1 for 1 your way down using the E-Heroes and
their lack of effects, but if statistical
aberrations do not occur (or if you’re not playing a
total <pojo_rulez> moron), you will lose the game
simply for including the E-Heroes in your deck.
Since you wouldn’t play it outside of E-Heroes, I
have no rating today.
|
Dark Paladin |
Miracle Fusion = Fusion Gate for ONLY E-Heroes
It should at least be a field spell, but that would
be too easy
Play in the E-Hero deck, if you want, but you should
just stick with Fusion Gate.
Ratings:
2/5 for the deck, as it is oddly situational
1/5 elsewhere
Art: 4/5
You stay classy, Planet Earth :)
|
Ryoga |
Miracle Fusion:
The only way to fly, if by fly you mean summon an
Elemental Hero Fusion Monster.
One is generally in the habit of saying that Fusions
require far too much investment. 3-for-1's against
oneself generally aren't good. This card fixes that.
Basically, mill (or use normally) as many Elemental
Heroes as you desire into your grave. Then, this
gives you a 1-for-1 fusion monster, as you will, of
course, only be removing monsters in your graveyard
from play.
Add Return from the Different Dimension to taste.
If you are running EHeroes, run this. Don't bother
with polymerisation (unless you need to practice
spelling it).
Traditional/Advanced: 1/5
Elemental Heroes Deck: 5/5
Share and enjoy,
Ryoga
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Dark Maltos
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Miracle Fusion
Miracle fusion makes E - Hero’s happen. Its one of
the few cards until Enemy of Justice that give E -
Heroes any competitive edge. Basically, it just
makes fusing the monsters easier to do, and less of
a hand loss. Run it.
Traditional ( E Hero) : 4/5 Just because it does
what it says on the tin.
Advanced (E Hero) : 5/5 The deck needs stuff like
this.
Art ; 3/5 Its not without its charm.
|
Tebezu
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Well Coin Flip, I got one thing to tell you
Normal Monsters are Awesome.
I have made top 8 2 times in the past 2 years
running my favorite normal monster Archfiend
Soldier.
Last Year it was what I ran over Don Zaloog, because
Don Zaloog didn't make sense in last format.
This year he generated 1 for 1 trades and was one
hell of a top deck. Also, his defense, though not as
good as luster dragons, is also decent.
I have used Battlefootballer at numerous
tournaments.
He alone can stop mystic swordsman lv. 2 and Cyber
Dragon.
Also, Coin Flip take a look at my posted duck deck.
Imagine that deck only with 1900 beatsticks.
Normal Monster are playable, the only reason you
don't see them in tier one decks is due to the fact
nobody wants to acknowledge their synergy. And if
you go to a tourny, like I do, with no team, your
odds of winning drop. I have had 6:2 records, win my
last game at the top 8 table and drop to 16th place
because people on teams drop after they lose to me;
real fair huh? Original decks, non-cookie if you
hear me, do not make massive Shonen jump showings
because not alot of people play them. Tournaments
are expensive, and if you are like me money is tight
and I can't travel all around the country to play a
card game. Be nice, but until somebody can help me
or I make more the minimum wage working at UK's
(University of Kentucky if anybody wants to play)
restaurants, I can not compete in 50 tourny's a
year. So, alot of people are scared from trying
their own deck types. This is due to money, and if
they are going to spend all this time and money,
they might as well go with what works. Why take a
chance? For those brave souls who do attempt an
original deck; we have one or maybe 30 in a 400-500+
tourny. Thus the odds are against them again.
So normal monsters not being in top 8 Shonen jump
decks, give me a chance to attend every shonen jump
and I will show you.
Go ahead and play your breaker, when you have an
Insect Knight out (guess what, he will be used in
insect decks) people really have to think about
using its counter.
And most beatsticks do not die at the hands of tsuky.
So you manipulate your opp. into making bad moves.
People smashing ground Battlefootballer and remove
him from play with DD Warrior Lady. Hmmm, thus a 1:1
and a loss of a big future threat. They even exile
them.
Normal Monsters are playable, leave them alone. The
only reason you fear them is due to the fact you
probably never had the guts to actually use them,
because you are assuming that Don Zaloog is all
around better then Archfiend Soldier. With a clear
field, yes. Against a mystic tomato: hahahahahahaha
They generate field presence for future tributes,
etc.
Normal Monster should be explored.
Now on with the COTD
(Sorry for my rant, but Yu-Gi-Oh players need to
ignore the "rules" sometimes and developed their own
strategy, instead of piggybacking off someone else.
(As Zane said.))
Miracle Fusion...........
this card gets a ..
5/5 because it is meant for an E-Hero Deck. Doesn't
make sense anyplace else.
1/5 in a deck not using any elemental hero fusions
:P
It is not for anything else.
Art: 1/5 , like a diff. Polymerization but just
dull.
|
Bob Doily |
Miracle Fusion
Okay, you got me. This is probably the best card of
the entire Ehero set. In fact it is a wonderful
example of support cards accomplishing goals through
the use of expended resources. This is the type of
card that Konami needs to make more of in the
future.
As for it’s uses, outside of ehero decks you don’t
use it. In ehero decks you essentially run 2-3 of
them.
I see no point in ratings
Non ehero (any format) 0/5
Ehero (any format) 5/5
|
Otaku |
Just a quick note – CotDs for Elemental Hero
Wildheart and Elemental Hero Wildedge
are also up now.
Stats :
Miracle Fusion is a Normal Spell. This
isn’t a huge issue, it’d probably need to be
altered to work as most other kinds of cards, or
else would be broken as some and just not make
sense as others.
Effect(s) :
A very sweet effect: you can Fusion Summon an
Elemental Hero by removing the needed Fusion
materials from your side of the field or your
Graveyard. This can allow the Elemental Hero
Fusions to swarm the field: use
Polymerization for the first one, Miracle
Fusion for the next one, and if you have it
ready, Return from the Different Dimension
to get the Fusion components back into play (and
if you actually have the cards necessary, Fuse
them again). All that can happen in one turn,
though it’s more likely over more. Note there
is a downside: you can’t use Monsters from hand.
Uses and
Combinations :
A staple for Elemental Hero decks, though
running a full three may or may not be going
overboard. Although you have pretty good odds
of being able to use all three (especially if
you have more than one Elemental Hero
Fusion and its materials in the deck), you
reduce room needed for other cards, and of
course you may end up with a useless topdeck:
yeah, you can remove from the Graveyard, but you
still need the Fusion materials.
Additionally, it clashes with two other cards
you’d like for an Elemental Hero deck.
First would be Fusion Gate. Yes,
Elemental Hero cards have their own Field
Spell, but this one is also quite useful.
However, if you use Fusion Gate, the
Fusion materials are already gone, and thus
Miracle Fusion can’t be used.
Second would be Elemental Hero Shining
Flare Wingman, who is perhaps the strongest
of the Elemental Hero Fusions. 2500 ATK
base plus 300 for each Elemental Hero in
your Graveyard. So if you used
Polymerization to Fuse the needed materials
(Elemental Hero Flame Wingman and
Elemental Hero Sparkman), you end
up with at least a 3100 ATK Monster; 3700 ATK if
you used Polymerization on Elemental
Hero Burstinatrix and Elemental Hero
Avian. Now, it is very hard/costly to do
this and Miracle Fusion makes it easier
but also means you get a mere 2500 ATK… which
probably won’t do a whole lot of damage. Of
course, one could argue its Shining Flare
Wingman who is clashing with Miracle
Fusion.
Ratings
(Elemental Hero deck only)
Traditional :
1/5 – Although two copies are more or less
required for Elemental Hero decks, I
don’t seem the doing any good here.
Advanced :
4/5 – Like I said, three might be overkill, but
one is a must and two probably are as well.
Limited :
1/5 – No Elemental Hero Fusions in the
set it’s in. Go figure.
Summary
A must for Elemental Hero decks and
useless anywhere else.
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