Spell
NormalMiracle Fusion
Archetype:
Elemental HERO
View:
10018
Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or your GY.
Miracle Fusion — Power Evaluation
Final Score: 71 ± 5 · Confidence: High
- Intrinsic: 68 · Deck: 70 · Meta: provisional
- Primary role: Combo Enabler · Secondary: Extender
Why it scores here
Miracle Fusion is a clean, efficient enabler of Elemental HERO Fusion summons that converts field/GY materials into powerful fusion monsters with high reliability. It appears in 100% of HERO decks across the sample and plays a central role in the archetype's highest-power combos, including a power-index-100 full-board line yielding 6 net card advantage. The spell's pure enabler role—requiring only fusion materials already present, asking nothing extra of the hand—keeps it splashable across 22 archetypes while avoiding brick and lock risks. Effect interaction is nearly zero; the power comes entirely from what the summoned fusions bring to the board.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 90 | Live normal spell with no summon condition, runs in 100% of sampled Heroic decks and appears across 22 distinct archetypes; demands only fusion materials in field or GY to activate. (verified) |
| Combo & Conversion | 85 | Enables fusion monsters appearing in 17 recorded combos with average power index 38.9, including the highest-power board (index 100 with 4 end monsters and 6 net advantage) where it enables the fusion core strategy. (observed) |
| Resource Economy | 65 | A 1-for-1 spell banishing materials from field/GY; the trade is neutral—advantage comes from the fusion monsters summoned, not the spell itself. (inferred) |
| Effect & Interaction | 5 | Carries zero disruption, negation, or opponent interaction; purely a summoning spell whose board strength depends entirely on the fusion monsters it calls. (verified) |
| Material Utility | 0 | As a spell card, cannot serve as monster material, tuner, or synergy body, making it completely inert when negated or when fusion lines are unavailable. (verified) |
| Resilience & Flexibility | 55 | Fragile to material-side negation or removal before activation and vanishes after one use; however, appears viable across multiple HERO variants and gameplay types (68.5% type-7, 23.8% type-4), showing multiarchetype resilience. (observed) |
| Deck-Building Efficiency | 88 | Runs at 1.2 copies average with some decks running 3; zero self-lock or brick risk; splashable across HERO variants and even secondary homes like Vision HERO and Neo-Spacian; 100% inclusion in primary archetypes confirms near-free-roll slot value. (verified) |
Calculation
Weight profile: 0.7 Combo Enabler + 0.3 Extender. Intrinsic ≈ 68, Deck ≈ 70, Meta = provisional. Modifiers: Splashability across archetypes (2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Perfect 100% inclusion in Elemental HERO decks demonstrates universal fit within the archetype
- Enables summoning of high-impact fusion monsters that form the core board strength
- Splashable across 22 archetypes and multiple gameplay types; appears in Elemental HERO, Vision HERO, and Destiny HERO guides
- Zero brick/lock/garnet risk due to spell status and straightforward activation
- Synergizes cleanly with all major HERO partners (Stratos 96.2%, Polymerization 94.5%, Sunrise 93.5%, Shadow Mist 91%)
- Appears in the highest-power recorded combo (index 100) building full disruptive boards with 6 net advantage
Weaknesses
- Zero opponent interaction or disruption—contributes nothing to defensive plays or hand trap lines
- Single-use spell disappears after activation; no recursion or multi-turn utility
- Requires fusion materials in field or GY before activation; dead if materials are negated before resolution
- Cannot function as material, tuner, or synergy body; completely inert when blanked
- Activation window vulnerability—hand traps or material removal before resolution wastes the card
Counters / choke points
- Ash Blossom & Joyous Spring and other activation-negating hand traps
- Effect Veiler or Infinite Impermanence on fusion material monsters before Miracle Fusion resolves
- Spells/traps that remove or banish fusion materials from field/GY before activation
- Decks that lock down the field and prevent fusion material setup
Best use
Fusion enabler and combo extender—activate after establishing fusion materials in field or GY to summon fusion monsters that carry the board disruption and resource advantage.. Decks: Elemental HERO (primary engine), Heroic (primary engine), Vision HERO (secondary enable), Neo-Spacian (secondary enable), Destiny HERO (secondary enable).
Evidence & gaps
- Verified: Card type: Spell (Normal), archetype: Elemental HERO, legal in TCG, OCG, MasterDuel, DuelLinks; 100% deck inclusion in sampled 400 Heroic decks; Average 1.2 copies per deck, ranging 1–3 (349 run 1, 24 run 2, 27 run 3); Top co-deck partners: Elemental HERO Stratos (96.2%), Polymerization (94.5%), Sunrise (93.5%), Shadow Mist (91%); Appears in 17 recorded combos (100% appearance in HERO combo sample); Zero disruption, negation, or opponent interaction in card text—pure summoning spell
- Observed: Average power index 38.9 in combos; maximum index 100 in Combo Elemental HEROs #1 with 4 end monsters and 6 net card advantage; Appears across 22 distinct archetypes in sample, including secondary homes Kuriboh, Yubel, Vision HERO; Mentioned in 5 guides covering Elemental HERO, Heroic, HEROs, Destiny HEROs, and Hero cores; Gameplay distribution: 68.5% gameplay-type 7, 23.8% type-4, 6% type-6, 1.8% type-3; 100% inclusion in Heroic (1144), Neo-Spacian, and Heros archetypes; 66.7% in Vision HERO; 51.9% in Heroic (820)
- Inferred: Primary role as combo enabler: text ('Fusion Summon') combined with 100% combo appearance and top-partner fusion monsters indicates central enabler role despite zero role-type classification in combo data; Secondary role as extender: enables multiple fusion summons per combo line to build high-power boards; Material utility of 0: standard for spell cards that cannot be used as monster material or synergy body; Accessibility of 90: spell status with no summon condition, 100% deck inclusion, and 96%+ top-partner co-rates confirm ease of access; Splashability: 22-archetype distribution and guide mentions of secondary HERO homes suggests strong portable utility beyond primary Elemental HERO shell
- Data gaps: Banlist status: no token provided; assumed 3 copies unlimited in all formats Combo role classification incomplete: all role percentages (starter role, searched-for role, material role, payoff role, end-board appearances, end-hand appearances) are 0% despite 100% combo appearance, suggesting the role-classification system does not support spell cards; role assigned from text and context only Exact once-per-turn clause: not explicitly stated in evidence; assumed standard (consistent with Yu-Gi-Oh Fusion spell conventions) Rulings edge cases: no complex timing or interaction clarifications provided in evidence






