The Hex-Sealed Fusions FET-EN027, 28, 29

The Light - Hex-Sealed Fusion
The Dark - Hex-Sealed Fusion
The Earth - Hex-Sealed Fusion
Effect Monster (Rock / (LIGHT|DARK|EARTH) / 3 Stars / ATK 1000 / DEF 1600)

You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Tribute Fusion-Material Monsters on the field, including this card, to Special Summon 1 (LIGHT|DARK|EARTH) Fusion Monster from your Fusion Deck.


Lastly, we come to the newest set of Fusion assistance cards. Like "King of the Swamp", they can be used as a Fusion Substitute with "Polymerization" or "Fusion Gate" to special summon a Fusion to the field. Their second effect provides an alternative way to bring a Fusion to the field (although it won't be considered "properly" summoned).

If you get one of the Hex monsters and the remaining Fusion material monsters onto the field (and all must be on the field), you can tribute all to bring out the Fusion monster. Note the the type of Hex matters in this case.

Example: You would need The Light and say Marie the Fallen One out on the field to use The Light's effect and bring out St. Joan. If you had The Dark and Marie, you wouldn't be able to do so. (However, if you used "Polymerization", then it would work since you are using The Dark in this case as a generic Fusion Substitute and not for its effect).

This effect is decent, but not that great (think the XYZ Monsters and how hard it is to usually get all of them on the field at the same time). But it does provide another way to get out what you need (esp. in a pinch where say your "Polymerization" or "Fusion Gate" got killed with "Cursed Seal of the Forbidden Spell"). And again, this isn't considered a Fusion Summon, so no bringing out "Dark Paladin" this way. But they a very solid support in a Fusion themed deck.
 
The Hex cards OWN. I run 3 Dark Hex's in my Dark Magician deck, as well as 2 Mirage Knights and brought them both out in the same duel!

It's a shame about the Dark Paladin, but Dark Flare Knight can be just as devestating.

Dark Hex can also fit in really well in a REBD deck to bring out B. Skull Dragon, and if you are truely daring you can build a dark deck with REBD, DM and Dark Blade (and maybe an 1k Eyes-Idol) and throw in some Dark Hex's for a real punch.

Can wait for the Wind Hex to come out.
 
It raises the question, why were fusion creatures for only three elements? Where the fusions available to wind fire and water considered useless/overpowered?
 
Densetsu_x - good review, and as to the XYZ monsters being hard to pull out, try Frontline Base and Last Will ;)

-chaosruler
 
Manta said:
It raises the question, why were fusion creatures for only three elements? Where the fusions available to wind fire and water considered useless/overpowered?

Perhaps we will see the other elemental Hexes in future sets. The majority of popular fusions though are Light and Dark so that could be why we got them earlier.
 
Here's what you can bring out with each Hex:

The Dark
B. Skull Dragon
Bickuribox
Dark Balter the Terrible
Dark Blade the Dragon Knight
Dark Flare Knight
Darkfire Dragon
Flame Ghost
Gatling Dragon
King Dragun
Labyrinth Tank
Reaper on the Nightmare
Sanwitch
Skull Knight
Thousand-Eyes Restrict

The Earth
Cyber Saurus
Empress Judge
Flower Wolf
Fusionist
Karbonala Warrior
Kwagar Hercules
Master of Oz
Rabid Horsemen
Ryu Senshi
Super Robolady
Super Roboyarou
The Last Warrior from Another Planet
Warrior of Tradition

The Light
Giltia the D. Knight
Mokey Mokey King
Musician King
Ojama King
St. Joan
Twin-Headed Thunder Dragon

So basically The Dark gives you the most options as well as some of the most powerful Fusions. The Earth gives you a few of the other strong effect Fusions along with "Master of Oz". The Light gives you... well... stuff you'd be finding another way to bring to the field anyway and really wasn't that worth it.

So, here's what's missing if they made the rest.

The Fire
Charubin the Fire Knight
Flame Swordsman

Yeah. 2. Ooh boy... because I really need to get Flame Swordsman out in order to have a shot at Dark Flare Knight... oh wait, no I don't.

The Water
Deepsea Shark
Humanoid Worm Drake
Roaring Ocean Snake

Because Water decks don't have enough monsters already, they need these 3 for support.

The Wind
Dragoness the Wicked Knight
Fiend Skull Dragon
Gaia the Dragon Champion
Kaminari Attack
Metal Dragon
Punished Eagle
Thousand Dragon

Well, I would have sooner seen a "The Wind" than a "The Light". These are at least a bit more useful, especially with the support for Gaia themed decks now.
 
why doesn't some1 try dark hex in a machine deck?
caus cannon soldier and blowback can bring substatial monsters out

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I've done that kind of deck already for that reason. It was interesting. About 1/3 of the time I drew dead, 1/3 of the time I drew a God hand and the rest of the time was potluck.
 
Good Review, it is a shame that we water user dont have much fusions but it doesnt matter, the most used fusions are dark attribute... so.....
 
its a shame that ojama king has such lame fusin material its not even good with the hex guys
meh

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i like the hexes quite a bit, but nevertheless, we still need more fusion monsters of the other attributes (LIGHT, WIND, WATER, FIRE) to make them more useful...

And would someone please explain to me the foot that is gruesomely protruding from the Light?? eww much?

But overall, they can be used quite well in most situations.

Rating: (for advanced - dont try these guys in traditional)
The Dark - 3.5/5
The Light - 2/5
The Earth - 2.5/5

Art:
The Dark - 1/5 i wont even begin to say what i think this card looks like.
The Light - 1/5 the foots just.... ugh!
The Earth - 1/5 just.. No...
 
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