Fusion Deck Breakdown

Main Deck

Gem-Knight Quartz
Gem-Knight Quartz
Gem-Knight Quartz
EARTH 4
Gem-Knight Quartz
  • ATK:

  • 1500

  • DEF:

  • 1500


If your opponent controls a monster: You can discard this card; Set 1 "Fusion" Continuous Spell directly from your Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Gem-Knight" monsters. If this card is used as material for a Fusion Summon, and sent to the GY or banished: You can add 1 "Gem-Knight" monster from your GY to your hand, except "Gem-Knight Quartz". You can only use each effect of "Gem-Knight Quartz" once per turn.

Scatter Fusion
Scatter Fusion
Scatter Fusion
Spell Continuous
Scatter Fusion

    During your Main Phase, if your opponent controls a monster: You can Fusion Summon 1 non-Rock "Gem-Knight" monster from your Extra Deck, using monsters from your Deck as material, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Gem-Knight" monsters. You can only use this effect of "Scatter Fusion" once per turn. When this card leaves the field, destroy all monsters Summoned by this card's effect.

    Main: 41 Extra: 10

    3 cardFairy Tail - Luna 3 cardFairy Tail - Luna
    Fairy Tail - Luna
    LIGHT 4
    Fairy Tail - Luna
    • ATK:

    • 1850

    • DEF:

    • 1000


    When this card is Normal Summoned: You can add 1 Spellcaster monster with 1850 ATK from your Deck to your hand. Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; your opponent can send 1 card with that monster's name from their Deck or Extra Deck to the GY to negate this effect, otherwise return both this card and that monster to the hand.


    3 cardFairy Tail - Rella 3 cardFairy Tail - Rella
    Fairy Tail - Rella
    LIGHT 4
    Fairy Tail - Rella
    • ATK:

    • 1850

    • DEF:

    • 1000


    Neither player can target monsters on the field with Spell Cards or effects, except this one. Once per turn: You can discard 1 Spell; equip 1 Equip Spell from your hand, Deck, or GY to this card, but return that Equip Spell to the hand during the End Phase.


    1 cardFairy Tail - Snow
    1 cardFairy Tail - Snow
    Fairy Tail - Snow
    LIGHT 4
    Fairy Tail - Snow
    • ATK:

    • 1850

    • DEF:

    • 1000


    If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. If this card is in your GY (Quick Effect): You can banish 7 other cards from your hand, field, and/or GY; Special Summon this card.


    1 cardFortune Fairy Chee 1 cardFortune Fairy Chee
    Fortune Fairy Chee
    EARTH 6
    Fortune Fairy Chee
    • ATK:

    • 0

    • DEF:

    • 0


    When you draw this card: You can reveal it; Special Summon it from your hand. If this card is Special Summoned from the hand: You can make each player draw 1 card. You can only use each effect of "Fortune Fairy Chee" once per turn.


    1 cardFortune Fairy En 1 cardFortune Fairy En
    Fortune Fairy En
    FIRE 2
    Fortune Fairy En
    • ATK:

    • 0

    • DEF:

    • 0


    When you draw this card: You can reveal it; Special Summon it from your hand. If this card is Special Summoned from the hand: You can target 1 Set card your opponent controls; destroy it. You can only use each effect of "Fortune Fairy En" once per turn.


    1 cardFortune Fairy Hu 1 cardFortune Fairy Hu
    Fortune Fairy Hu
    WIND 3
    Fortune Fairy Hu
    • ATK:

    • 0

    • DEF:

    • 0


    When you draw this card: You can reveal it; Special Summon it from your hand. If this card is Special Summoned from the hand: You can target 1 of your banished Spellcaster monsters; add it to your hand. You can only use each effect of "Fortune Fairy Hu" once per turn.


    1 cardFortune Fairy Swee 1 cardFortune Fairy Swee
    Fortune Fairy Swee
    WATER 4
    Fortune Fairy Swee
    • ATK:

    • 0

    • DEF:

    • 0


    When you draw this card: You can reveal it; Special Summon it from your hand. If this card is Special Summoned from the hand: You can target 1 other face-up monster on the field; banish it until the Standby Phase of your next turn. You can only use each effect of "Fortune Fairy Swee" once per turn.


    3 cardGem-Knight Quartz 3 cardGem-Knight Quartz
    Gem-Knight Quartz
    EARTH 4
    Gem-Knight Quartz
    • ATK:

    • 1500

    • DEF:

    • 1500


    If your opponent controls a monster: You can discard this card; Set 1 "Fusion" Continuous Spell directly from your Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Gem-Knight" monsters. If this card is used as material for a Fusion Summon, and sent to the GY or banished: You can add 1 "Gem-Knight" monster from your GY to your hand, except "Gem-Knight Quartz". You can only use each effect of "Gem-Knight Quartz" once per turn.


    3 cardMagician's Valkyria 3 cardMagician's Valkyria
    Magician's Valkyria
    LIGHT 4
    Magician's Valkyria
    • ATK:

    • 1600

    • DEF:

    • 1800


    Monsters your opponent controls cannot target face-up Spellcaster-Type monsters for attacks, except this one.


    3 cardFairy Tail - Sleeper 3 cardFairy Tail - Sleeper
    Fairy Tail - Sleeper
    LIGHT 4
    Fairy Tail - Sleeper
    • ATK:

    • 1850

    • DEF:

    • 1000


    FLIP: You can Special Summon 1 monster from your hand. When your opponent activates a Normal Spell/Trap Card (Quick Effect): You can Tribute 1 other monster; the activated effect becomes "Change 1 face-up monster your opponent controls to face-down Defense Position". You can only use this effect of "Fairy Tail - Sleeper" once per turn.


    1 cardFairy Tail Tales 1 cardFairy Tail Tales
    Fairy Tail Tales
    Spell Continuous
    Fairy Tail Tales

      You can reveal 1 Spellcaster monster in your hand with 1850 ATK and a different name than the monsters you control; immediately after this effect resolves, Normal Summon/Set it. You can only use this effect of "Fairy Tail Tales" once per turn. The first time each turn you would take battle or effect damage while you control a Spellcaster monster(s) with 1850 original ATK, you take no damage.


      1 cardGlass Slippers 1 cardGlass Slippers
      Glass Slippers
      Spell Equip
      Glass Slippers

        If this card is equipped to a Fairy monster, it gains 1000 ATK. If this card is equipped to a non-Fairy monster, it cannot attack, also it loses 1000 ATK. If this card is sent to the GY because the equipped monster is destroyed: You can target 1 "Prinzessin" you control; equip this card to that target. You can only use this effect of "Glass Slippers" once per turn.


        2 cardHidden Springs of the Far East 2 cardHidden Springs of the Far East
        Hidden Springs of the Far East
        Spell Field
        Hidden Springs of the Far East

          Once per turn, during the Main Phase 2: The turn player can activate this effect; they gain 500 LP, and until the end of this turn apply these effects. ● The Normal and Special Summons of their monsters cannot be negated. ● If they activate a Spell/Trap Card, or monster effect, that includes an effect that Special Summons a monster, that activation cannot be negated. ● Their opponent cannot target Set Spells/Traps they control with card effects, also they cannot be destroyed by their opponent's card effects. You can only activate 1 "Hidden Springs of the Far East" per turn.


          1 cardMagic Gate of Miracles 1 cardMagic Gate of Miracles
          Magic Gate of Miracles
          Spell Normal
          Magic Gate of Miracles

            If you control 2 or more Spellcaster monsters: Change 1 Attack Position monster your opponent controls to Defense Position, then take control of it, and if you do, it cannot be destroyed by battle.


            1 cardOne Day of Peace
            1 cardOne Day of Peace
            One Day of Peace
            Spell Normal
            One Day of Peace

              Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn.


              1 cardRainbow Veil 1 cardRainbow Veil
              Rainbow Veil
              Spell Equip
              Rainbow Veil

                If the equipped monster battles an opponent's monster, while that monster is on the field its effect(s) is negated during the Battle Phase only.


                1 cardScatter Fusion 1 cardScatter Fusion
                Scatter Fusion
                Spell Continuous
                Scatter Fusion

                  During your Main Phase, if your opponent controls a monster: You can Fusion Summon 1 non-Rock "Gem-Knight" monster from your Extra Deck, using monsters from your Deck as material, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Gem-Knight" monsters. You can only use this effect of "Scatter Fusion" once per turn. When this card leaves the field, destroy all monsters Summoned by this card's effect.


                  2 cardSecret Sanctuary of the Spellcasters 2 cardSecret Sanctuary of the Spellcasters
                  Secret Sanctuary of the Spellcasters
                  Spell Continuous
                  Secret Sanctuary of the Spellcasters

                    When a monster(s) (except a Spellcaster-Type monster) is Normal or Special Summoned to your opponent's side of the field while you control another face-up Spell Card and your opponent does not control any face-up Spell Cards: That monster cannot attack or activate its effects this turn. (This applies even if this card leaves the field.) If you do not control any Spellcaster-Type monsters, destroy this card.


                    2 cardSecret Village of the Spellcasters
                    2 cardSecret Village of the Spellcasters
                    Secret Village of the Spellcasters
                    Spell Field
                    Secret Village of the Spellcasters

                      If only you control a Spellcaster monster, your opponent cannot activate Spell Cards. If you control no Spellcaster monsters, you cannot activate Spell Cards.


                      1 cardUnited We Stand
                      1 cardUnited We Stand
                      United We Stand
                      Spell Equip
                      United We Stand

                        The equipped monster gains 800 ATK/DEF for each face-up monster you control.


                        2 cardWorld Legacy Clash 2 cardWorld Legacy Clash
                        World Legacy Clash
                        Spell Quick
                        World Legacy Clash

                          Banish 1 face-up monster you control (until the End Phase), then target 1 face-up monster your opponent controls; that target loses ATK/DEF equal to the original ATK/DEF of that banished monster.


                          3 cardGood Goblin Housekeeping
                          3 cardGood Goblin Housekeeping
                          Good Goblin Housekeeping
                          Trap Normal
                          Good Goblin Housekeeping

                            Draw cards equal to the number of "Good Goblin Housekeeping" cards in your Graveyard +1, then select 1 card from your hand and return it to the bottom of your Deck.


                            3 cardWaboku 3 cardWaboku
                            Waboku
                            Trap Normal
                            Waboku

                              You take no battle damage from your opponent's monsters this turn. Your monsters cannot be destroyed by battle this turn.


                              3 cardEmpress Judge 3 cardEmpress Judge
                              Empress Judge
                              EARTH 6
                              Empress Judge
                              • ATK:

                              • 2100

                              • DEF:

                              • 1700


                              "Queen's Double" + "Hibikime"


                              3 cardGem-Knight Seraphinite 3 cardGem-Knight Seraphinite
                              Gem-Knight Seraphinite
                              EARTH 5
                              Gem-Knight Seraphinite
                              • ATK:

                              • 2300

                              • DEF:

                              • 1400


                              1 "Gem-Knight" monster + 1 LIGHT monster Must first be Fusion Summoned with the above Fusion Materials. During your Main Phase, you can Normal Summon/Set 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)


                              3 cardPerformage Trapeze Magician 3 cardPerformage Trapeze Magician
                              Performage Trapeze Magician
                              LIGHT
                              Performage Trapeze Magician
                              • ATK:

                              • 2500

                              • DEF:

                              • 2000


                              2 Level 4 Spellcaster-Type monsters You never take damage if the amount is less than or equal to this card's ATK. Once per turn, during either player's Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster the turn player controls (other than this card); it can make a second attack during each Battle Phase this turn, also destroy it at the end of the Battle Phase. If this card is destroyed by battle and sent to the Graveyard, or if this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: You can Special Summon 1 "Performage" monster from the Deck.


                              1 cardMagician of Hope 1 cardMagician of Hope
                              Magician of Hope
                              LIGHT8
                              Magician of Hope
                              • ATK:

                              • 2500

                              • DEF:

                              • 2000


                              [ Pendulum Effect ] Once per turn, when a monster declares an attack: You can negate that attack, then destroy this card. [ Monster Effect ] 2 Level 4 monsters If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card in your Extra Deck. You can detach 1 material from this card; Special Summon 1 Level 7 or lower Pendulum Monster from your hand in Defense Position, but negate its effects, then you can place this face-up card in your Pendulum Zone. You can only use this effect of "Magician of Hope" once per turn. If this card is Pendulum Summoned: You can target 1 Pendulum Monster in your GY; attach it to this card as material.


                              tcg
                              Fusion
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