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Konami should release The Shining, Great Tornado and Parallel World Fusion in HA2


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But they probably won't. Instead they'll just give us more crap like Ally of Justice Clausolas. Woop de do.

 

http://yugioh.wikia.com/wiki/Elemental_Hero_The_Shining

http://yugioh.wikia.com/wiki/Elemental_Hero_Great_Tornado

http://yugioh.wikia.com/wiki/Parallel_World_Fusion

 

Oh well, these cards have been discussed before, but I'd like to hear what impact (if any) you think they might have if we had them all available right now in the TCG. Pure Hero decks have always been far from Meta, but Absolute Zero gives them a powerful option, and having the above 2 Heroes at their disposal as well as Parallel World would give them far greater toolboxing capabilities without even needing specific Heroes for their desired fusion (Neos Alius, for example, actually being a decent stand alone card with the option to use Gemini Spark would give access to The Shining).

 

So yeah, discuss your ideas and stuff.

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Parallel World Fusion suffers from inability to find targets, countering some of your deck cards (unless you don't run something like Voltic, or a removed summoner), and ruining any massive combos you could pull off in your turn (due to its last effect). However, if you were running a deck meant to use this guy, you could run like... 2, but I wouldn't recommend actually using 3.

 

EDIT: Interesting to note, you can use the non-specific E-Hero Fusions with the Hex-Sealed fusions, and all you would need on the field is an E-Hero to do one. The Hex-Sealed would have to be of the correct Attribute, however.

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Parallel World Fusion suffers from inability to find targets' date=' countering some of your deck cards (unless you don't run something like Voltic, or a removed summoner), and ruining any massive combos you could pull off in your turn (due to its last effect). However, if you were running a deck meant to use this guy, you could run like... 2, but I wouldn't recommend actually using 3.

[/quote']

Parallel is too inconsistant @2, and too cloggy @3.

Running it @2 is the best option.

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Parallel World Fusion suffers from inability to find targets' date=' countering some of your deck cards (unless you don't run something like Voltic, or a removed summoner), and ruining any massive combos you could pull off in your turn (due to its last effect). However, if you were running a deck meant to use this guy, you could run like... 2, but I wouldn't recommend actually using 3.

[/quote']

Parallel is too inconsistant @2, and too cloggy @3.

Running it @2 is the best option.

 

When stuck between inconsistent and cloggy, you choose inconsistent. I can see why you're being nominated for Mod.

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Parallel World Fusion suffers from inability to find targets' date=' countering some of your deck cards (unless you don't run something like Voltic, or a removed summoner), and ruining any massive combos you could pull off in your turn (due to its last effect). However, if you were running a deck meant to use this guy, you could run like... 2, but I wouldn't recommend actually using 3.

[/quote']

Parallel is too inconsistant @1, and too cloggy @3.

Running it @2 is the best option.

Fixed.

 

I'm not too fond of Parallel World Fusion since stops you from Special Summoning for the rest of the turn, meaning no more Fusion Summons that turn.

Those other two will only help Super Poly Heroes. Only 2 more monsters before the entire fusion monster set with material "Elemental Hero + 1 [Attribute] monster" is finished.

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