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
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