Trap
NormalD-Fusion
Archetype:
Destiny HERO
View:
6151
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Material for a Fusion Summon using this card's effect.
D-Fusion — Power Evaluation
Final Score: 49 ± 8 · Confidence: Medium
- Intrinsic: 47.7 · Deck: 49.3 · Meta: provisional
- Primary role: Combo enabler · Secondary: Extender
Why it scores here
D-Fusion is a Normal Trap whose only effect is a Fusion Summon of one Fusion Monster from the Extra Deck using monsters you control as material, restricted to Destiny HERO materials, with a one-turn protection clause on the summoned monster. It converts a Destiny HERO board into one Fusion body, which is a real but narrow conversion. Its score is held down by the material restriction, the lack of any opponent interaction, and the absence of recorded combo evidence. The high deck count (58 decks, 1.55 copies on average) confirms it is a consistently played staple in Destiny HERO and Heroic shells, but that frequency does not raise its power score.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Played in 58 of 58 sampled decks at about 1.55 copies, mostly as a single copy, which shows it is reliably reachable in its home decks (observed); no searcher route is recorded in the evidence and Destiny Draw is only a draw partner (inferred). |
| Combo & Conversion | 50 | Text converts up to the field's Destiny HERO materials into one Fusion Monster, a single-body gain with no extra board on its own; no combo boards were supplied so the conversion rating is text-only (inferred). |
| Resource Economy | 45 | Spends the trap and the field materials to gain one Fusion Monster, which is roughly card-neutral with no refuel or recurring advantage (inferred from text). |
| Effect & Interaction | 25 | No opponent-facing negation, removal, or disruption; its only protection is for the summoned monster for the turn it is summoned (verified from text). |
| Material Utility | 5 | A Trap card has no body and cannot be used as material, so it contributes nothing as a material provider (verified from text). |
| Resilience & Flexibility | 40 | Sits face-down in the backrow where backrow removal can stop it, and it only works with live Destiny HERO monsters on the field; the protection clause does help the resulting Fusion Monster (inferred). |
| Deck-Building Efficiency | 55 | One copy is typical and it is a clean single slot, but it is only useful with Destiny HERO monsters in the deck, a material restriction that narrows where it can be played (observed from decks; rule from text). |
Calculation
Weight profile: 0.7 Combo enabler + 0.3 Extender (blended per rubric Step 4). Intrinsic ≈ 47.7, Deck ≈ 49.3, Meta = provisional. Modifiers: Destiny HERO-only material restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent, meta unknown)
Strengths
- Converts a Destiny HERO field into a Fusion Monster from the Extra Deck in one step
- Protects the summoned Fusion Monster from battle and card-effect destruction for the turn
- Cheap single-copy slot, played in 58 sampled decks across 13 archetype labels
- Strong co-occurrence with Destiny HERO support cards (Malicious, Plasma, Destiny Draw partners)
Weaknesses
- Material restriction to Destiny HERO monsters limits it to that archetype's shells
- No recorded combo evidence, so its real conversion rate in a board is unverified
- No direct opponent interaction; its value is the Fusion Summon and protection only
- Set in the backrow, so it is exposed to backrow removal before it can be used
Counters / choke points
- Backrow removal on the set trap (inferred; not in evidence)
- Hand traps that stop the Fusion Summon or the Fusion Monster (inferred; no combo evidence)
Best use
Combo enabler: Fusion Summon from the field in Destiny HERO shells. Decks: Destiny HERO, Heroic. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Fusion Summon 1 Fusion Monster from the Extra Deck using monsters you control as material, Destiny HERO materials only; Card text: the Fusion Monster cannot be destroyed by battle or card effects this turn if the summon is performed; Appears in 58 of 58 sampled decks, 1.55 copies average, 13 distinct archetype labels
- Observed: Top partners: Destiny HERO - Malicious 84.5%, Destiny HERO - Plasma 70.7%, Destiny Draw 67.2%, Polymerization 65.5%; Gameplay distribution: type 7 37.9%, type 4 34.5%, type 6 22.4%, type 3 5.2%
- Inferred: Acts as a Fusion Summon enabler from the field, which fits the Combo enabler role; Backrow removal can stop it before use; the protection clause benefits only the summoned monster; Material restriction limits portability outside Destiny HERO shells
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






