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Thread: The Duelist Genesis

  1. #1
    Solar Blaze Wizard Cool Trainer
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    Default The Duelist Genesis

    That's right...we don't even have Light of Destruction here in the US yet, and Japan has a brand-new set.

    There are 2 new monster Supertypes: Tuner and Synchro (I say 'Supertype' because this classification is the same kind of classification as Toon or Spirit). Unlike other Supertypes, Tuner and Synchro monsters are not automatically also considered Effect monsters; there are Normal Tuner and Synchro monsters. Synchro monsters are placed with your Fusion monsters in your Extra Deck (this is a name change; it used to be called the Fusion Deck). The name name comes with a new rule: there can be no more than 15 cards in your Extra Deck.

    We also have a new kind of Summoning known as Synchro Summon. This is a sort of blend of Fusion and Ritual Summon. To start, you need 1 Tuner monster and 1 or more non-Tuner monsters on the field (unlike a Fusion or Ritual Summon, you cannot use cards from your hand). Then you can select a Synchro monster in your Extra Deck. If you have the correct monsters on the field and their combined Levels are equal to the Synchro monster's Level, you can send those monsters to the Graveyard and Synchro Summon the Synchro monster (this is also considered a Special Summon). It would make sense that sending the monsters to the Graveyard is a cost, but I have not heard a decisive ruling on this yet. It has been ruled, however, that the monsters do not need to end up in the Graveyard; if an active effect forces them to go elsewhere, you can still perform the Summon.

    There is a new monster Type (along the lines of Pyro, Winged Beast, etc.): Psychic-Type. These are used by a new anime character named Aki, who has not yet been introduced. An interesting side note: this set does combine the above two strategies, producing Psychic - Tuner monsters and Psychic - Synchro monsters.

    Finally, there are some term changes. What these will be changed to in English, or even whether they will be changed at all in English, is not yet know, but here they are in Japan:

    Tribute -> Release
    Tribute Summon -> Advance Summon
    Fusion Deck -> Extra Deck

    Keep in mind the old terms are interchangeable with their new forms, much like 'Magic' cards and 'Spell' cards. Effects that apply to Tributing a monster apply to Releasing it as well, and vice versa, etc.

    One more thing: your Side Deck can now contain any number of cards between 0 and 15. Before, you had to have 15 or none at all.

    Well, enough small talk. Here come the new cards!
    Last edited by starjake; 18th April 2008 at 09:13 PM.
    Quote Originally Posted by Hinoryu
    I shall not be out-nerded!

  2. #2
    Solar Blaze Wizard Cool Trainer
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    Default Re: The Duelist Genesis

    *Note: English names and exact translations are most likely not what I came up with. These are merely approximations.*

    *Note 2: To see pictures of the following cards, simply click here and replace the last three numbers at the end of the address with the number of card you want to see (don't forget: all the numbers start with 0, so the first one is 001 and the last is 080). Tons of thanks to Shriek and Spikes & Baron for the pictures and translations!*

    One-Shot Booster
    TDGS-JP001
    Earth/Machine - Effect/1 star/ATK 0/DEF 0
    If you have Normal Summoned a monster this turn, you can Special Summon this card from your hand. You can Release this card to destroy a monster your opponent controls if it battled a monster you control this turn.

    Nitro Synchron
    TDGS-JP002
    Fire/Machine - Tuner/2 stars/ATK 300/DEF 100
    When this card is sent to the Graveyard to Synchro Summon a "Nitro" Synchro monster, draw 1 card.

    Bolt Hedgehog
    TDGS-JP003
    Earth/Beast - Effect/2 stars/ATK 800/DEF 800
    While you control a face-up Tuner monster, you can Special Summon this card from your Graveyard. If this card was Special Summoned by its own effect, it is removed from play when it is removed from the field.

    Des Gardna
    TDGS-JP004
    Dark/Warrior - Effect/4 stars/ATK 0/DEF 1900
    When a face-up monster you control is selected as an attack target, you can make this card the attack target instead. When this card is destroyed by battle and sent to the Graveyard, target face-up monster your opponent controls loses 1000 ATK.

    Shield Warrior
    TDGS-JP005
    Earth/Warrior - Effect/3 stars/ATK 800/DEF 1600
    During damage calculation, you can remove this card in your Graveyard from play; if you do, monsters you control are not destroyed by battle.

    Small Piece Golem
    TDGS-JP006
    Earth/Rock - Effect/3 stars/ATK 1100/DEF 0
    If you control a face-up "Big Piece Golem" when you Summon this card, you can Special Summon 1 "Mid Piece Golem" from your Deck; its effect is negated.

    Mid Piece Golem
    TDGS-JP007
    Earth/Rock - Effect/4 stars/ATK 1600/DEF 0
    If you control a face-up "Big Piece Golem" when you Summon this card, you can Special Summon 1 "Small Piece Golem" from your Deck; its effect is negated.

    Big Piece Golem
    TDGS-JP008
    Earth/Rock - Effect/5 stars/ATK 2100/DEF 0
    While your opponent controls a monster(s) and you control no monsters, you can Normal Summon this card without Release.

    Dark Sprocketor
    Dark/Fiend - Tuner/1 star/ATK 400/DEF 0
    When this card is sent to the Graveyard to Special Summon a DARK Synchro monster, destroy 1 face-up Spell or Trap Card on the field.

    Dark Resonator
    TDGS-JP010
    Dark/Fiend - Tuner/3 stars/ATK 1300/DEF 300
    Once per turn, this card is not destroyed by battle.

    Double Protector
    TDGS-JP011
    Earth/Warrior - Effect/4 stars/ATK 700/DEF 1600
    When this card is destroyed by battle and sent to the Graveyard, you can have 1 monster your opponent controls lose half its ATK until the End Phase.

    Arrest Knight
    TDGS-JP012
    Earth/Warrior - Tuner/2 stars/ATK 700/DEF 900
    Once per turn, you can change 1 face-up Attack Position monster your opponent controls to Defense Position.

    Handcuff Dragon
    TDGS-JP013
    Wind/Dragon - Effect/5 stars/ATK 1800/DEF 1800
    When this card is destroyed by battle and sent to the Graveyard, you can treat this card as an Equip Card and equip it to the monster that destroyed it. The equipped monster loses 1800 ATK. When it is destroyed and this card is sent to the Graveyard, you can Special Summon this card.

    Montage Dragon
    TDGS-JP014
    Earth/Dragon - Effect/8 stars/ATK ?/DEF 0
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand by sending 3 other monsters from your hand to the Graveyard. This card's ATK is equal to the combined Levels of those monsters x 300.

    Gogoroll
    TDGS-JP015
    Earth/Rock - Effect/3 stars/ATK 1350/DEF 1600
    When this card battles a monster your opponent controls, flip that card face-down at the end of the Damage Step.

    Mental Manipulator
    TDGS-JP016
    Light/Psychic - Tuner/1 star/ATK 100/DEF 200
    You can pay 800 Life Points and Release 1 Psychic-Type monster to Special Summon 1 Level 4 or lower Psychic-Type monster from your Deck.

    Cabalist
    TDGS-JP017
    Earth/Psychic - Effect/1 star/ATK 100/DEF 100
    When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to add 1 Psychic-Type monster from your Deck to your hand.

    Clair Voyance
    TDGS-JP018
    Dark/Psychic - Tuner/2 stars/ATK 1200/DEF 400
    When this card is selected as an attack target, you can pay 800 Life Points to negate that attack.

    Mental Defender
    TDGS-JP019
    Light/Psychic - Effect/3 stars/ATK 0/DEF 2200
    Pay 500 Life Points during your Standby Phase. Monsters with 2000 or less ATK, except Psychic-Type monsters, cannot attack.

    Psychic Commander
    TDGS-JP020
    Earth/Psychic - Tuner/3 stars/ATK 1400/DEF 800
    When a Psychic-Type monster you control battles a monster your opponent controls, you can pay any multiple of 100 Life Points (up to 500 Life Points) to have your opponent's battling monster lose that much ATK and DEF until the End Phase.

    Psychic Warmonger
    TDGS-JP021
    Earth/Psychic - Effect/4 stars/ATK 1900/DEF 1200
    You can pay 800 Life Points; if you do, target face-up Psychic-Type monster you control can attack twice during this turn's Battle Phase. If you activate this card's effect, it cannot attack this turn.

    Telekinetic Attacker
    TDGS-JP022
    Earth/Psychic - Effect/4 stars/ATK 1700/DEF 700
    When a Psychic-Type monster would be destroyed, you can pay 500 Life to destroy this card instead.

    Distractor
    TDGS-JP023
    Earth/Psychic - Effect/4 stars/ATK 1600/DEF 400
    You can pay 1000 Life Points to destroy 1 face-down Spell or Trap Card your opponent controls. During your End Phase, if you control no other Psychic-Type monsters, this card is destroyed.

    Gladiator Beast Equitor
    TDGS-JP024
    Wind/Winged Beast - Effect/4 stars/ATK 1600/DEF 1200
    When this card is Special Summoned by a "Gladiator Beast" monster's effect, add 1 "Gladiator Beast" monster from your Graveyard to your hand. When this card battles, you can return it to your Deck at the end of the Battle Phase to Special Summon 1 "Gladiator Beast" monster, other than "Gladiator Beast Equitor", from your Deck.

    Lightsworn Priestess Janice
    TDGS-JP025
    Light/Spellcaster - Effect/4 stars/ATK 300/DEF 2100
    During your End Phase, if a card(s) was sent to the Graveyard by a "Lightsworn" monster's effect, inflict 500 damage to your opponent and gain 500 Life Points.

    Darc the Dark Charmer
    TDGS-JP026
    Dark/Spellcaster - Effect/3 stars/ATK 500/DEF 1500
    FLIP: Select 1 DARK monster your opponent controls and gain control of it while this card remains face-up on the field.

    Mecha Bunny
    TDGS-JP027
    Earth/Machine - Effect/2 stars/ATK 800/DEF 100
    When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Mecha Bunny" from your Deck in face-down Defense Position. When this card is flipped face-up, select 1 card on the field; its controller takes 500 damage.

    Oystermeister
    TDGS-JP028
    Water/Fish - Effect/3 stars/ATK 1600/DEF 200
    When this card is sent to the Graveyard other than by battle, Special Summon 1 "Oyster Token" (Water/Fish/1 star/ATK 0/DEF 0).

    Twinbarrel Dragon
    TDGS-JP029
    Dark/Machine - Effect/4 stars/ATK 1700/DEF 200
    When this card is Summoned, select 1 card your opponent controls and flip a coin twice; if both results are Heads, destroy that card.

    Izanagi
    TDGS-JP030
    Wind/Fairy - Effect/6 stars/ATK 2200/DEF 1000
    You can Special Summon this card from your hand by removing 1 Spirit monster in your hand from play. The effects of Spirit monsters you control that return themselves to their owners' hands during the End Phase are not activated.

    Kunoichi Warrior
    TDGS-JP031
    Wind/Warrior - Effect/4 stars/ATK 1800/DEF 1000
    When control of this card switches, this card's new controller discards 1 random card.

    Pharaonic Incarnation
    TDGS-JP032
    Earth/Zombie - Effect/3 stars/ATK 400/DEF 600
    When this card is sent to the Graveyard to Synchro Summon a Synchro monster, Special Summon 1 Level 4 or lower Zombie-Type monster from your Graveyard.

    Dark Predator
    TDGS-JP033
    Dark/Fiend - Effect/4 stars/ATK 1600/DEF 400
    This card gains the appropriate effect depending on the number of DARK monsters in your Graveyard:
    - 1 or fewer: This card loses 400 ATK.
    - 2, 3, or 4: This card gains 400 ATK.
    - 5 or more: You can send this card to the Graveyard to destroy all face-down monsters your opponent controls.

    Kinkabyo
    TDGS-JP034
    Dark/Beast - Spirit/1 star/ATK 400/DEF 200
    This card cannot be Special Summoned. If this card is Normal Summoned or flipped face-up, it returns to its owner's hand during the End Phase. When this card is Normal Summoned or flipped face-up, Special Summon 1 Level 1 monster from your Graveyard; when this card is removed from the field, remove that monster from play.

    Yamato no Kami
    TDGS-JP035
    Dark/Warrior - Spirit/6 stars/ATK 2200/DEF 1200
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand by removing 1 Spirit monster in your Graveyard from play. If this card is Special Summoned, it returns to its owner's hand during the End Phase. When this card destroys a monster your opponent controls by battle, you can destroy 1 Spell or Trap Card your opponent controls.

    Quiet Insect
    TDGS-JP036
    Earth/Insect - Effect/2 stars/ATK 300/DEF 700
    You can send this card from your hand to the Graveyard to have 1 face-up monster on the field lose 1 Level until the End Phase.

    Rowdy Insect
    TDGS-JP037
    Earth/Insect - Effect/2 stars/ATK 700/DEF 300
    You can send this card from your hand to the Graveyard to have 1 face-up monster on the field gain 1 Level until the End Phase.

    Multi-Piece Golem
    TDGS-JP038
    Earth/Rock - Fusion - Effect/7 stars/ATK 2600/DEF 1300
    "Big Piece Golem" + "Mid Piece Golem"
    If this card attacks or was attacked this turn, you can return it to the Extra Deck at the end of the Battle Phase; if you do, and all Fusion Material monsters used to Fusion Summon this card are in your Graveyard, you can Special Summon all of them.

    Nitro Warrior
    TDGS-JP039
    Fire/Warrior - Synchro - Effect/7 stars/ATK 2800/DEF 1800
    "Nitro Synchron" + 1 non-Tuner monster(s)
    Once per turn, if you have activated a Spell Card this turn, you can this card gain 1000 ATK during damage calculation only. When this card destroys a monster your opponent controls by battle, you can change 1 face-up Defense Position monster your opponent controls to Attack Position, then this card attacks that monster.

    Stardust Dragon
    TDGS-JP040
    Wind/Dragon - Synchro - Effect/8 stars/ATK 2500/DEF 2000
    1 Tuner monster + 1 non-Tuner monster(s)
    When a card effect is activated that would destroy a card(s) on the field, you can Release this card to negate that activation and destroy the card; if you do, you can Special Summon this card from your Graveyard during the End Phase.

    Red Daemon's Dragon
    TDGS-JP041
    Dark/Dragon - Synchro - Effect/8 stars/ATK 3000/DEF 2000
    1 Tuner monster + 1 non-Tuner monster(s)
    When this card attacks a Defense Position monster your opponent controls, destroy all Defense Position monsters your opponent controls at the end of the Damage Step. During your End Phase, destroy all other monsters you control that did not declare an attack this turn.

    Order Guardian
    TDGS-JP042
    Earth/Warrior - Synchro - Effect/6 stars/ATK 2800/DEF 2000
    1 Tuner monster + 1 non-Tuner monster(s)
    When this card destroys a monster by battle and sends it to the Graveyard, you can Special Summon it under your control in face-down Defense Position.

    Magical Android
    TDGS-JP043
    Light/Psychic - Synchro - Effect/5 stars/ATK 2400/DEF 1700
    1 Tuner monster + 1 non-Tuner monster(s)
    During your End Phase, gain 600 Life Points for each Psychic-Type monster you control.

    Mental Sphere Daemon
    TDGS-JP044
    Dark/Psychic - Synchro - Effect/8 stars/ATK 2700/DEF 2300
    1 Tuner monster + 1 non-Tuner monster(s)
    When this card destroys a monster your opponent controls by battle, gain Life Points equal to that monster's original ATK. When a Spell or Trap Card's effect targets a face-up Psychic-Type monster you control, you can pay 1000 Life Points to negate that effect and destroy the card.

    Fighter's Spirit
    TDGS-JP045
    Equip Spell
    The equipped monster gains 300 ATK for each monster your opponent controls. If the equipped monster would be destroyed by battle, this card is destroyed instead.

    Domino Effect
    TDGS-JP046
    Continuous Spell
    When a monster your opponent controls is destroyed by battle and sent to the Graveyard, you can send 1 monster you control to the Graveyard to destroy 1 monster your opponent controls.

    Junk Attack
    TDGS-JP047
    Equip Spell
    When the equipped monster destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to half that monster's ATK.

    Easy Tuning
    TDGS-JP048
    Quick-Play Spell
    Remove 1 Tuner monster in your Graveyard from play to have 1 face-up monster you control gain ATK equal to the removed monster's ATK.

    Synchro Cancel
    TDGS-JP049
    Normal Spell
    Return 1 Synchro monster you control to the Extra Deck. Special Summon 1 monster used for that monster's Synchro Summon from your Graveyard.

    Light Frequency
    TDGS-JP050
    Normal Spell
    Select 1 face-up Level 4 LIGHT monster you control. It is treated as a Tuner monster.

    Psychic Surge
    TDGS-JP051
    Continuous Spell
    When a Psychic-Type monster is Normal Summoned, you can pay 500 Life Points to have that monster gain 1 Level and 300 ATK.

    Psychic Impulse
    TDGS-JP052
    Normal Spell
    Activate by Releasing 1 Psychic-Type monster. Your opponent shuffles all cards in their hand into their Deck, then draws 3 cards.

    Emergency Teleport
    TDGS-JP053
    Quick-Play Spell
    Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck. During this turn's End Phase, it is removed from play.

    Kusanagi Sword
    TDGS-JP054
    Equip Spell
    Equip only to a Spirit monster. It inflicts Piercing damage. When it is removed from the field and this card is sent to the Graveyard as a result, add this card from your Graveyard to your hand.

    Matagama Crystal
    TDGS-JP055
    Equip Spell
    Equip only to a Spirit monster. When it destroys a monster your opponent controls by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK. When the equipped monster is removed from the field and this card is sent to the Graveyard as a result, add this card from your Graveyard to your hand.

    Yata Mirror
    TDGS-JP056
    Equip Spell
    Equip only to a Spirit monster. Its effect that returns it to the owner's hand during the End Phase is not activated. If it would be destroyed by battle, this card is destroyed instead.

    Gear City
    TDGS-JP057
    Field Spell
    Players can Summon "Ancient Gear" monsters with 1 less Release. When this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.

    Summon Filter
    TDGS-JP058
    Continuous Spell
    Players cannot Special Summon monsters with 1000 or less ATK.

    Lightsworn Rapier
    TDGS-JP059
    Equip Spell
    Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is sent from the Deck to the Graveyard, you can equip it to a "Lightsworn" monster.

    Human Evolution
    TDGS-JP060
    Equip Spell
    While you have fewer Life Points than your opponent, the equipped monster's original ATK is 2400. While you have more Life Points than your opponent, the equipped monster's original ATK is 1000.

    Battery Recycle
    TDGS-JP061
    Normal Spell
    Add 2 Thunder-Type monsters with 1500 or less ATK each from your Graveyard to your hand.

    Book of Solar Eclipse
    TDGS-JP062
    Quick-Play Spell
    Change all face-up monsters on the field to face-down Defense Position. During this turn's End Phase, flip all face-down Defense Position monsters face-up; then, your opponent draws 1 card for each of those monsters.

    Equip Shot
    TDGS-JP063
    Normal Trap
    Activate only during the Battle Phase. Select 1 Equip Card equipped to an Attack Position monster you control and 1 face-up Attack Position monster your opponent controls, and equip that Equip Card to that monster. Then, the monster originally equipped with the Equip Card battles the equipped monster.

    Angelic Lift
    TDGS-JP064
    Continuous Trap
    Activate by selecting 1 Level 2 or lower monster in your Graveyard. Special Summon that monster in face-up Attack Position. When this card is removed from the field, that monster is destroyed. When that monster is removed from the field, this card is destroyed.

    Shield Block
    TDGS-JP065
    Normal Trap
    Activate only during damage calculation during your opponent's turn. Battle Damage you take from this battle becomes 0. Draw 1 card.

    Tragic Trigger
    TDGS-JP066
    Normal Trap
    Activate only when a monster you control is targeted by a card effect that destroys 1 monster on the field. Select 1 appropriate monster your opponent controls and make it the target of that effect instead.

    Stargate
    TDGS-JP067
    Continuous Trap
    Put 1 Gate Counter on this card each time a monster your opponent controls battles. During your Standby Phase, you can send this card to the Graveyard to Special Summon 1 monster from your hand with equal or fewer Levels than the number of Gate Counters on this card.

    Synchro Reflection
    TDGS-JP068
    Normal Trap
    Activate only when a face-up Synchro monster you control is selected as an attack target. Negate that attack and destroy 1 monster your opponent controls.

    Broken Blockade
    TDGS-JP069
    Normal Trap
    Activate only when a Defense Position monster with more DEF than ATK is destroyed by battle. Special Summon 2 monsters with that name from your Deck in face-up Defense Position.

    Psychic Charge
    TDGS-JP070
    Normal Trap
    Select 3 Psychic-Type monsters in your Graveyard and shuffle them into your Deck. Then, draw 2 cards.

    Psychic Healing
    TDGS-JP071
    Normal Trap
    Gain 1000 Life Points for each face-up Psychic-Type monster you control.

    Telekinetic Force
    TDGS-JP072
    Normal Trap
    Activate only when a Psychic-Type monster you control is attacked by a monster your opponent controls and destroyed by that battle. Destroy the attacking monster and gain Life Points equal to its ATK.

    Cranial Power
    TDGS-JP073
    Counter Trap
    Activate only by Releasing 1 Psychic-Type monster when a Spell or Trap Card is activated or a monster is Normal or Special Summon. Negate that card's Summon or activation and effect, and destroy it.

    Gladiator Beast's Chariot
    TDGS-JP074
    Counter Trap
    Activate only when an Effect monster's effect is activated while you control a "Gladiator Beast" monster. Negate the activated effect and destroy that Effect monster.

    Lightsworn Barrier
    TDGS-JP075
    Continuous Trap
    When a "Lightsworn" monster you control is attacked, send 2 cards from the top of your Deck to the Graveyard to negate that attack.

    Interception
    TDGS-JP076
    Counter Trap
    Activate only when a monster is Advance Summoned. Gain control of that monster.

    Judgment of Thunder
    TDGS-JP077
    Normal Trap
    Activate only when a Thunder-Type monster is Summoned. Destroy 1 card your opponent controls.

    Fishing Recharge
    TDGS-JP078
    Normal Trap
    Release 1 Fish-Type monster to destroy 1 card on the field and draw 1 card.

    Needle Worm's Lair
    TDGS-JP079
    Normal Trap
    Send 5 cards from the top of your Deck to the Graveyard.

    Overspeculation
    TDGS-JP080
    Normal Trap
    Destroy all monsters on the field that have more ATK than their original ATK.
    Last edited by starjake; 18th April 2008 at 12:30 AM.
    Quote Originally Posted by Hinoryu
    I shall not be out-nerded!

  3. #3
    Is making this place terminal Elite Trainer
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    Default Re: The Duelist Genesis

    You mean the side-deck...? Havn't they always been only 15 cards in the side-deck anyway? -.- *drinking out of a juice box as I continue to read*
    Thank you Saffire Persian. (Complete list coming soon)
    Awards: Contest Ribbons~ Unown Awards ~ Fanfiction Awards
    Quote Originally Posted by DragoKnight View Post

    ...while you sleep.
    ".....Congratulations. You're the KROOOOOOOZE of female weeaboos. -w-;;;" -Blademaster about my Dragonball Z summary of what I know.

  4. #4
    Solar Blaze Wizard Cool Trainer
    Cool Trainer

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    Default Re: The Duelist Genesis

    I think you and I are talking about two different things.

    The Side Deck is composed of the cards you can use to switch out with cards in your Main Deck between Duels in a Match. Before, this Deck could have 0 cards, or it could have 15; no number in between the two was legal. This ruling has been relaxed to allow any number up to 15.

    The Fusion Deck is where your Fusion monsters resided. There has never been a restriction of any kind on how many or few cards can be in your Fusion Deck...however, now that there is a second kind of monster - Synchro - that also resides in this Deck, having no limitation simply allowed too many options for a player (think of the number of Fusion monsters in the game, then add the number of Synchro monsters; if a player were to even have only one of each, the deck would be gigantic - and that's not including the fact that a player can have up to three of each card!) Placing a 15-card restriction forces the player to think a little harder, especially since Synchro monsters are significantly easier to Summon than Fusion monsters. Also, now that there are cards other than Fusion monsters in the Deck, it makes little sense to continue calling it the Fusion Deck; changing the name to Extra Deck makes it so the Synchro monsters don't feel left out.
    Quote Originally Posted by Hinoryu
    I shall not be out-nerded!

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