Spell
NormalFusion Destiny
Archetype:
Destiny HERO
View:
11925
Fusion Summon 1 Fusion Monster from your Extra Deck that lists 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.
Fusion Destiny — Power Evaluation
Final Score: 60 ± 5 · Confidence: Medium
- Intrinsic: 58.5 · Deck: 61.6 · Meta: provisional
- Primary role: Starter / Combo enabler
Why it scores here
Fusion Destiny is a once-per-turn Fusion Spell that converts Destiny HERO hand and deck cards into a Fusion Monster, and its score comes from that conversion. It is in all 400 sampled decks and appears in all 10 recorded boards, with 2 of those boards starting from it, so it is reliably accessible and central to its lines. The score is held down by the lack of any interaction, a body that cannot serve as material, and a self-lock on Special Summons for the rest of the turn. The 100 power-index boards and the high inclusion percentages were not allowed to raise the score beyond what the axes support.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 75 | Present in all 400 sampled decks (3 copies in 244 of them, typical copies 3) and a starter in 2 of 10 boards, with 2 more boards ending with it in hand (observed). |
| Combo & Conversion | 70 | Average power index 56.4 across 10 boards, with the top examples at 100 and 3-4 end monsters and 2-3 boss monsters per board (observed); the Fusion Monster it summons is the payoff, which is inferred from the text. |
| Resource Economy | 60 | Example boards show netCardAdvantage of 4-5, but the Fusion Monster is destroyed at the next End Phase and the Spell itself is a -1 (observed for the boards, inferred for the card's own cost). |
| Effect & Interaction | 10 | The card has no negation, removal or hand-trap effect of its own (verified from card text). |
| Material Utility | 10 | It is a Spell and cannot be used as material, so only its Destiny HERO inputs carry material value (verified from card text). |
| Resilience & Flexibility | 40 | Recorded boards show it is not reliant on a single starter, and it is played across several archetypes, but a single negation of the Spell ends the line (inferred from text and combo structure). |
| Deck-Building Efficiency | 70 | A single 3-copy-capable Spell with no garnet or lock beyond the Special Summon restriction, and 1 copy in 124 decks shows it is cheap to run (observed; banlist assumed unlimited). |
Calculation
Weight profile: Starter / Combo enabler primary weights, no secondary blend. Intrinsic ≈ 58.5, Deck ≈ 61.6, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Converts Destiny HERO hand and deck cards into a Fusion Monster in one activation
- Present in all 400 sampled decks and in all 10 recorded boards
- Recorded boards reach 3-4 end monsters and 2-3 boss monsters from a 1-card start
- Cheap to run, with 3 copies typical and a clean text
Weaknesses
- No interaction of its own
- The Spell cannot be used as material
- Once per turn, and the Fusion Monster is destroyed at the next End Phase
- Restricts Special Summons for the rest of the turn
Counters / choke points
- Hand traps in the partner list (Ash Blossom & Joyous Spring, Droll & Lock Bird) are co-played in many decks, so they are likely answers to the search and Fusion route (inferred, not checked against the card's rulings)
- Spell negation or a response to the Fusion Summon (inferred from text; no negation cards are named in the evidence)
Best use
Starter / Combo enabler (Fusion Summon into Destiny HERO boss monsters). Decks: Destiny HERO, Heroic, Destiny Heros. Suggested copies: 3.
Evidence & gaps
- Verified: Once-per-turn clause and the Fusion Summon from Extra Deck with Destiny HERO material from hand or Deck (card text); The Spell cannot be used as material and has no interaction of its own (card text); The rest-of-turn restriction on Special Summon except DARK HERO (card text)
- Observed: Present in 400 of 400 sampled decks; 3 copies in 244 decks, 1 copy in 124; Starter in 2 of 10 recorded boards; in end hand in 2 of 10; Average power index 56.4 across 10 boards; top examples 100 with 3-4 end monsters; Top partners by co-deck count, led by Destroyer Phoenix Enforcer at 99.8%; Inclusion 54-100% across 7 archetype and gameplay homes in the usage statistics
- Inferred: Fusion Monster it summons is the payoff, from text (no combo tags it as payoff); Hand traps in the partner list are likely answers to the line, not verified; Resilience is limited by the single Spell being negatable, from text; Once-per-turn and End Phase destruction make the line a one-shot, not a repeatable engine
- Data gaps: no banlist token — assumed 3 copies (unlimited) no rulings or timing interaction data supplied for the End Phase destruction and the DARK HERO restriction combo evidence is thin (10 boards), so DeckSynergy rests on a small sample top-card data shows no ranking, so popularity was not used






