Spell
NormalGreater Polymerization
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5427
Fusion Summon 1 Fusion Monster from your Extra Deck, using 3 or more monsters from your hand or field as Fusion Material, and if you do, it gains these effects. ● This card cannot be destroyed by card effects. ● If this card attacks a Defense Position monster, inflict piercing battle damage.
Greater Polymerization — Power Evaluation
Final Score: 55 ± 6 · Confidence: Medium
- Intrinsic: 53 · Deck: 56 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Boss/End-board
Why it scores here
Greater Polymerization converts 3 or more hand or field monsters into one Fusion Monster from the Extra Deck, and that monster gains effect-immunity to card effects plus piercing damage. Its value is a single Fusion conversion with a meaningful material cost, so it is a mid-game enabler rather than a free starter. The 361-deck sample (67% in gameplay type 7, 38% alongside Polymerization) confirms it is a real, practical staple, but that inclusion is not used to raise the score. No combo boards were supplied, so combo conversion rests on the card text alone.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Playable from hand as a spell across 361 decks at about 1.27 copies each, but it needs 3+ monsters committed before it works (observed deck inclusion; inferred cost) (observed). |
| Combo & Conversion | 60 | The text states a single Fusion Summon of a Fusion Monster with its granted effects; no combo boards are available to measure follow-up (verified text; combo output inferred). |
| Resource Economy | 40 | It is a 1-for-1 that spends 3+ monsters to Fusion Summon one monster, so the card-advantage balance is roughly even or negative (inferred from text). |
| Effect & Interaction | 35 | It provides no direct negation or removal; the granted effect-immunity only protects the summoned monster (verified text). |
| Material Utility | 20 | A spell card, so it has no material body of its own and contributes no material value (verified text). |
| Resilience & Flexibility | 40 | It is a single spell with no recursion or redundancy, and it is supported by partner cards such as Ash Blossom & Joyous Spring that may protect the line (observed partner data; inferred resilience). |
| Deck-Building Efficiency | 60 | It runs as a single copy in most decks with no garnet or lock restriction, though it depends on Fusion monsters in the Extra Deck (observed copy distribution; inferred restriction). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Boss/End-board. Intrinsic ≈ 53, Deck ≈ 56, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Converts 3+ hand or field monsters into one Fusion Monster, with a granted effect-immunity and piercing damage (verified text)
- Appears in 361 recent decks across 97 archetypes, with the strongest partners Ash Blossom & Joyous Spring (45.7%) and Polymerization (38%) (observed)
- Single-copy typical use with no garnet or lock restriction (observed)
Weaknesses
- Costs 3+ monsters in hand or field for one Fusion, so it is weak as a starter (verified text)
- Gives no negation, removal, or disruption of its own (verified text)
- Depends on having Fusion Monsters available in the Extra Deck (inferred)
Counters / choke points
- Negation of the activated spell in response to its effect (inferred)
- Hand traps and monster-removal effects that break up the required 3+ material monsters before activation (inferred)
Best use
Fusion enabler in decks that can reliably commit 3+ monsters and have Fusion Monsters in the Extra Deck. Decks: Heroic, Blue-Eyes, Ojama, Cubic. Suggested copies: 1.
Evidence & gaps
- Verified: Text: Fusion Summon 1 Fusion Monster from the Extra Deck using 3 or more monsters from hand or field; Text: the summoned monster cannot be destroyed by card effects and gains piercing damage on attacks into Defense Position monsters
- Observed: Appears in 361 of the recent decks, averaging 1.27 copies per deck; Top partners: Ash Blossom & Joyous Spring 45.7%, Polymerization 38%; Gameplay type 7 accounts for 67% of decks; Guide 418 mentions the card as a support for Predaplant
- Inferred: Costs 3+ monsters, so it works as a mid-game enabler rather than a starter; Resilience comes mainly from partner interaction, not the card itself
- Data gaps: No combos supplied, so combo conversion is text-only inference No banlist token; assumed 3 copies (unlimited) No rulings supplied for the granted effect's timing with the Fusion Summon Guide evidence limited to one Predaplant mention






