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Sunday, July 4, 2010

Absolute Zero Barrier

Remember when the early spoilers for The Shining Darkness pack came out and players were hyping up Infernities? The archetype had amazing capacity to generate field advantage, primarily in the form of Synchro Monsters. Then it was revealed that in the TCG release Infernities would be getting their own Counter Trap, Infernity Barrier, which offered complete negation of all effects with the sole criteria of needing an Attack Position Infernity Monster and no hand.

Players went ecstatic. That one card guaranteed Infernities a spot as a Tier 1 deck. Now, not only could they swarm the field, they could protection themselves while they did. Many called it unfair that an already powerful archetype be given such an all-purpose form of negation. Well, it looks like the folks at Konami still haven't learned their lesson.

Paradox Fusion (Counter Trap)
Activate by removing 1 face-up Fusion Monster you control from play. Negate the activation of a Spell or Trap Card, OR the Special Summon of a monster and destroy that card. During your 2nd End Phase, return the removed Fusion Monster to the field in face-up Attack Position.
When I saw this card in the spoiler for Duelist Revolution, one specific card came straight to mind:

Elemental Hero Absolute Zero (Warrior-Type/WATER/Level 8/ATK 2500/DEF 2000)
1 "Elemental Hero", "Destiny Hero" or "Evil Hero" monster + 1 WATER monster
This monster cannot be Special Summoned except by Fusion Summon. This card gains 500 ATK for each WATER monster on the field other than "Elemental Hero Absolute Zero". When this card is removed from the field, destroy all monsters your opponent controls.
Think about it: Paradox Fusion can do just about everything that Solemn Judgment can do, though without the benefit of being able to negate Normal and Flip Summons. On the flip side, however, you get the cost you paid (the Fusion Monster) returned within two turns anyway, so the card is essentially free negation, without the need to pay half your Life Points.

Speaking of cost, since the Fusion Monster would be removed from playand hence leave the fieldif Elemental Hero Absolute Zero were used to pay the cost, your opponent would loose all their monsters due to Zero's effect. Even if Paradox Fusion were negated, the cost cannot be unpaid, so at the very least you would be able to take out any of their monsters.

Elemental Hero Absolute Zero cannot be Special Summoned, but this doesn't matter. Like the case with Interdimensional Matter Transporter, Paradox Fusion does not summon the Monster back, it merely returns it to play. Meaning that same Fusion Monster can be used to pay for more Paradox Fusions later in the game.

The card is a common in the OCG, but I believe it will be promoted to Super Rare at the very least for the TCG release. If my suspicions are correct, Hero Fusion decks will be making a huge revival within the coming months.

Remember players, the game ends with you.

4 comments:

  1. I also posted about this card a while ago. It is indeed a great card to use for Absolute Zero, but let's not discard it's also some great tech for Glads.

    Any other deck that uses fusion support (like Cyber Dragon decks, for example) can also tech this.

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  2. I know Paradox Fusion can be beneficial to decks other than Heroes, I kind of got carried away since I run Zero Heroes myself. However, I believe its greatest potential, least at the moment, lies with Heroes.

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  3. Rauzes, mind sending me the build you used as a reference?

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