Fusion Destiny

Fusion Destiny

Normal Spell

Card text

Fusion Summon 1 Fusion Monster from your Extra Deck that mentions a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.

Property
Normal

Explained

What it does

Fusion Summon a Fusion Monster that mentions a "Destiny HERO" as material, using monsters from your hand or Deck. It's destroyed in the next turn's End Phase, and for the rest of the turn you can only Special Summon DARK "HERO" monsters.

Play it when

In Destiny HERO decks to fuse straight from the Deck.

Common mistakes
  • Forgetting the DARK HERO lock still applies even if the Fusion Summon fails.

How it works

Fusion Destiny is a Normal Spell. Fusion Summon 1 Fusion Monster from your Extra Deck that mentions a “Destiny HERO” monster as material, using monsters from your hand or Deck. Destroy it during the End Phase of the next turn. For the rest of the turn after it resolves, you can only Special Summon DARK “HERO” monsters. Once per turn.

Rulings in plain English

Order: Materials are used first, then the Fusion Summon; not simultaneous. If another effect sends materials somewhere other than the GY, the summon still happens as long as they left your hand or Deck.

Destruction: If the Fusion Monster leaves the field before then, the destroy effect no longer applies.

Restriction: Starts after it resolves, so you can use it after summoning non-DARK HERO monsters. It applies as long as the card wasn’t negated, even if the summon failed.

Destiny HERO - Malicious, Destiny HERO - Destroyer Phoenix Enforcer.

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