Part 2 · Duel rules · Chapter 9

Fusion

The heart of MYTHENOR: join cards from your hand, in the right order, and a stronger monster is born.

How to fuse

On your turn, tap the cards in your hand in the order you want to fuse them, then tap Fuse. The screen accepts up to 3 cards from your hand, or one of your monsters already on the field plus up to 2 cards from your hand. The whole fusion counts as the single play from your hand of the turn.

The game resolves the chain pair by pair: the first and second cards generate a result; that result joins the third, and so on. The final monster enters the table.

Cards selected in order and the Fuse button

What happens with each pair

For each pair of cards the game tries the options below, always in this order, and keeps the first one that fits:

The decision tree of a pair of cards.

Specific recipe

There are 90 specific recipes (15 per mythology). In each recipe, each side is an exact card or a type/element. A recipe works in either order (A+B or B+A) and, if more than one fits, the first in the table wins. Specific recipes come before any general rule.

Real example: a specific fusion

A named recipe: it works in this order or the reverse, and it comes before any general rule.

General rule

When there is no recipe, the general rule applies; it only works with monster + monster and looks at the types and elements of the two cards. There are 36 rules (the table is in Appendix A); the first one in the list that matches the pair decides the type of the result.

The monster with the LOWEST ATK of that type (and that element, if the rule fixes one) is born, provided its ATK is higher than both materials and at least 300 above the stronger one. If two monsters tie on ATK, the lower number wins. The result is never a legendary card or a ritual monster. If there is no candidate, the pair fails.

Real example: a chain of 3 cards

Fusion 1 · General rule

The stronger of the two has 1,250 ATK. The result needs at least 1,550: the lowest monster of that type and element from there has 1,800.

Fusion 2 · General rule

The result of fusion 1 enters fusion 2. Now the stronger one has 1,800: the result needs at least 2,100 and the lowest from there has 2,150.

Monster + equipment

A monster and a compatible equipment (in either order) give the monster itself, with the equipment's ATK and DEF bonus. The compatible types are written on the card.

When a fusion fails

If the pair has no recipe, general rule or equipment, it fails: the previous card goes to the graveyard and the chain goes on with the next card. The game lets you try, but the lost cards do not come back.

More fusions you can make with your Starter deck

Does not fuse: the previous card goes to the graveyard

Monster + equipment: the monster gets stronger

Fusing with a monster on the field

You can use a monster already on the table as the first material. The result takes its zone and inherits the "already attacked this turn" mark: if the field monster had already attacked, the new one does not attack again.

When the chain ends in a card that is not a monster

If the chain ends in a spell, field or equipment, the card is activated if possible; otherwise it is discarded. A trap in that position is set.

The Fusion Book

The Fusion Book records every specific recipe you perform in a completed duel: from zero to 90. It also shows the general rules. Each recipe you discover gives career XP (Ranks).

The Fusion Book with the discovered recipes

The animation

The fusion vortex
The fusion collapses: the new monster appears

Open the Fusion Book →