Power Bond CRV-EN037

Power Bond
Normal Spell

Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Machine-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). Increase the ATK of this Special Summoned Fusion Monster by an amount equal to its original ATK. During the End Phase of this turn, the player who activated this card takes damage equal to the original ATK of the Special Summoned monster.

"¢ The ATK bonus for "Power Bond" lasts as long as the Fusion Monster is face-up on the field. If it is flipped face-down or removed from the field, the ATK increase Disappears.

"¢ The ATK bonus for "Power Bond" is not a fixed number. It is a bonus equal to the original ATK. So if the original ATK changes, so does the bonus from "Power Bond". For example, if you equip the Fusion Monster with "Megamorph" to change the original ATK, the bonus ATK for "Power Bond" adjusts so that the bonus is equal to the new original ATK. For example, if you Summon "Cyber End Dragon" and then equip it with "Megamorph" while your Life Points are lower, its original ATK will become 8000, so it gains an additional 8000 ATK from "Power Bond" for 16000 ATK total.

"¢ You cannot use "Barrel Behind the Door" against the damage from "Power Bond" because the damage happens much later than the activation of the "Power Bond" card.

"¢ Even if the Fusion Monster is removed from the field or flipped face-down, you cannot negate the effect of "Power Bond" and the player will still take damage equal to the original ATK.

"¢ The damage you take because of "Power Bond" is equal to the original ATK of the Fusion Monster at the time the monster is Special Summoned. If the Fusion Monster has its original ATK changed, this does not affect the damage inflicted by "Power Bond".

"¢ If you Fusion Summon "UFOroid Fighter" with 3000 ATK, and then later in the turn "Skill Drain" is activated, reducing its ATK to 0, you will still take 3000 points of damage during the End Phase. If you send "UFOroid Fighter" to the Graveyard so that its effect resets and its original ATK becomes zero, you still take damage equal to its original ATK at the time it was Special Summoned by "Power Bond".

"¢ You can prevent the damage from "Power Bond" with "Des Wombat".

"¢ If "Non-Spellcasting Area" is active and "Power Bond" is used to Special Summon a Fusion Monster that has no effect, the Fusion Monster will not gain the ATK bonus from "Power Bond", but the controller will still take damage for "Power Bond" (because the player is not a non-Effect Monster Card).

"¢ [Re: Fusion Recovery] You can use "Fusion Recovery" to retrieve a Fusion Material Monster that was used with "Power Bond" or "Fusion Gate" or "Polymerization".

"¢ [Re: UFOroid Fighter] If "UFOroid Fighter" is Special Summoned with "Power Bond", first apply the effect of "UFOroid Fighter" to determine its original ATK & DEF, and then apply the ATK increase of "Power Bond".

So we hit the final card for CRV machines week. Power Bond, a risky yet rewarding card if played correctly. You can whip out a 8000 Cyber End Dragon, a 5600 Cyber Twin Dragon, or a 5200 Gatling Dragon, all of which are rather nasty. The drawback is, you'll take the original attack value of the fusion monster during the end phase, so you better have a Des Wombat ready.

This card has OTK comboes beyond belief. From 8000 ATK Cyber End Dragons, to 9700 UFOroid (Gate Guardian + UFOroid). It needs some reassurance though, because the damage you take during the end phase can make you lose the game if played incorrectly.

This card has quite a bit going for it. You can fuse the monsters from your hand or field, so it doesn't require truly awkward fields for good usage. Granted, it'll require a lot of commitment via resources, but it can be truly rewarding. The Life Point loss can be avoided, such as by Des Wombat.

This card is a horrible topdeck, when you have no field/hand. It can be a game-winning draw, but the odds are really agianst that. Rather rentsy card, overall.

When playing this card, setup before playing this. Giant Trunades and mosnter removal are extremely necessary to using this card correctly.

This card needs a dedicated one-hit-kill deck for total workability. It's semi-splashable, but I wouldn't try it.

Advanced: 3/5 Rathey naughty card in this format.
Traditional: 2/5 Far too much negation here to help.
Sealed Pack: 3/5 Not bad if you could manage to pull a Steam Gyroid, a Steamroid and a Gyroid.
Limited: 2/5

-chaosruler
 
Finishing the CRV Machine week, we get the machine duelist new best friend: the steelworker AKA Power Bond. Looks like the guy's working on a piece of armor of the ancient gear monsters but I could be wrong.

The effect is self-explanatory. Its a Polymerization mixed with Limiter Removal. You get a fusion machine monster and already its the strongest monster on the field. With this card around you'll want to play with machine fusion more frequently.

The strongest monsters this card benefits are the Cyber Dragons. The twin beefs up to 5600 ATK and the Cyber End 8000 ATK and the Cyber End deals damage through defense. At 8000, you'll almost wipe out your opponent's LP in one hit.

Another card that's also greatly benefited is UFOroid Fighter. At first glance, you may not think there's a warrior out there that strong enough to use in this fusion AND isn't better on its own. Think again. Remember our ol' golem brother trio from Metal Raiders? Yup. Gate Guardian (by what whatever high induced logic was used) is a warrior-type. UFOroid figher doesn't care if its on the field or not. It doesn't care that Gate Guardian can't be normal summoned. Heck, it doesn't even care that Gate Guardian thinks its abusing his sub-type. Just fusing Gate Guardian and UFOroid gives a 4950/4600 monster. Think what Power Bond would do to that. Its Overkill as far as ATK are concerned.

Gattling Dragon is another fusion that benefits from Power Bond. AT 5600 ATK and an effect of nuking monsters with a coin toss, its a berserker.

The catch however is quite painful. At the end of the turn you get damage equal to the original attack of the fusion monster. Which means using it for the big machines like Cyber End Dragon will drain your LP by a dangerous amount. The stronger the fusion machine is, the more LP damage you'll take at the end of the turn. Play this card with caution when going up against LP burning decks.

Don't play this card without hesitation. Clear the field. There no sense of bringing out a machine fusion just to have it destroyed immediately. Not mention they can be used against you. The Cyber End fusion (not through Power Bond) can wipe you out if the opponent blows it up with Ring of Destruction and/or barrels behind the door. Have Giant Trunades and plenty of them,

There are some measures to counter the drawback to Power Bond. The best one being Des Wombat. This little guy will let you play Power Bond without worry. Heck, with this guy around, blow up the fusion yourself and let the opponent take hit alone. Just be sure he sticks around until the end phase of your turn.

Another method is using the sudden LP decrease to your advantage. Last Turn, anyone? Getting the conditions right for Last Turn won't that much of a problem by playing Power Bond's. And odds are there isn't a single monster in your opponent's deck that'll be able to match the strength of the fusion machine monster brought forth by Power Bond. You can try it but be careful. There are an lot ways for it to end in a draw.

In sealed format, this card is useless unless by some miracle you get the Cyber Dragons AND a fusion or two. A good card to have but outside of the sealed format.
0/5

In advance format, this card is a godsend but its also a double edged sword (hey, maybe the guy in the pic is making the shield or the armor go along with- nevermind). Use it wisely in combination with aforementioned fusions and it will win you the game. 4/5

Traditional, ehhh its tricky. Too much monster removal or ways to prevent this card from working. 3/5
 
Well, I think it's still up for debate to see if XYZ fusions can be brought out with Power Bond. The sole issue is that the fusions state that they can only be special summoned by _____, etc.

-chaosruler
 
well, the XYZ fusions state that they are not special summoned EXCEPT by REMOVING the above mosnters from play. There's the difference.

-chaosruler
 
It seems I've jumped the gun yet again. I agree the the special summoning conditions of the XYZ fusions make them unable to be summoned by Power Bond.
 
All the XYZ fusions have been errata-ed to have the text "This card cannot be Special Summoned except by..." aka the standard Nomi text. And as such they haven't given the XYZ fusion cards a way to get around that like the way Level Up! get's around the summoning requirements for LV monsters.
 
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